94 lines
3.4 KiB
C++

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#ifndef Spine_IkConstraintData_h
#define Spine_IkConstraintData_h
#include <spine/Vector.h>
#include <spine/SpineObject.h>
#include <spine/SpineString.h>
namespace spine {
class BoneData;
class SP_API IkConstraintData : public SpineObject {
friend class SkeletonBinary;
friend class SkeletonJson;
friend class IkConstraint;
friend class Skeleton;
friend class IkConstraintTimeline;
public:
explicit IkConstraintData(const String& name);
/// The IK constraint's name, which is unique within the skeleton.
const String& getName();
size_t getOrder();
void setOrder(size_t inValue);
/// The bones that are constrained by this IK Constraint.
Vector<BoneData*>& getBones();
/// The bone that is the IK target.
BoneData* getTarget();
void setTarget(BoneData* inValue);
/// Controls the bend direction of the IK bones, either 1 or -1.
int getBendDirection();
void setBendDirection(int inValue);
bool getCompress();
void setCompress(bool inValue);
bool getStretch();
void setStretch(bool inValue);
bool getUniform();
void setUniform(bool inValue);
float getMix();
void setMix(float inValue);
private:
const String _name;
size_t _order;
Vector<BoneData*> _bones;
BoneData* _target;
int _bendDirection;
bool _compress;
bool _stretch;
bool _uniform;
float _mix;
};
}
#endif /* Spine_IkConstraintData_h */