2025-05-26 13:24:06 +02:00

63 lines
3.3 KiB
Haxe

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package spine;
/** Stores the setup pose for a spine.IkConstraint.
*
* @see https://esotericsoftware.com/spine-ik-constraints IK constraints in the Spine User Guide */
class IkConstraintData extends ConstraintData {
/** The bones that are constrained by this IK constraint. */
public var bones:Array<BoneData> = new Array<BoneData>();
/** The bone that is the IK target. */
public var target:BoneData;
/** A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.
*
* For two bone IK: if the parent bone has local nonuniform scale, the child bone's local Y translation is set to 0. */
public var mix:Float = 0;
/** For two bone IK, controls the bend direction of the IK bones, either 1 or -1. */
public var bendDirection:Int = 0;
/** For one bone IK, when true and the target is too close, the bone is scaled to reach it. */
public var compress:Bool = false;
/** When true and the target is out of range, the parent bone is scaled to reach it.
*
* For two bone IK: 1) the child bone's local Y translation is set to 0, 2) stretch is not applied if softness is
* > 0, and 3) if the parent bone has local nonuniform scale, stretch is not applied. */
public var stretch:Bool = false;
/** When true and compress or stretch is used, the bone is scaled on both the X and Y axes. */
public var uniform:Bool = false;
/** For two bone IK, the target bone's distance from the maximum reach of the bones where rotation begins to slow. The bones
* will not straighten completely until the target is this far out of range. */
public var softness:Float = 0;
public function new(name:String) {
super(name, 0, false);
}
}