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ios/cocos2d/cocos/editor-support/spine/IkConstraint.h 3.42 KB
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  /******************************************************************************
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   * Spine Runtimes License Agreement
   * Last updated May 1, 2019. Replaces all prior versions.
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   *
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   * Copyright (c) 2013-2019, Esoteric Software LLC
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   *
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   * 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
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   *
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   * 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.
   *
   * THIS SOFTWARE IS 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 THIS SOFTWARE,
   * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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   *****************************************************************************/
  
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  #ifndef Spine_IkConstraint_h
  #define Spine_IkConstraint_h
  
  #include <spine/ConstraintData.h>
  
  #include <spine/Vector.h>
  
  namespace spine {
  class IkConstraintData;
  
  class Skeleton;
  
  class Bone;
  
  class SP_API IkConstraint : public Updatable {
  	friend class Skeleton;
  
  	friend class IkConstraintTimeline;
  
  RTTI_DECL
  
  public:
  	/// Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified
  	/// in the world coordinate system.
  	static void apply(Bone &bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float alpha);
  
  	/// Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as
  	/// possible. The target is specified in the world coordinate system.
  	/// @param child A direct descendant of the parent bone.
  	static void apply(Bone &parent, Bone &child, float targetX, float targetY, int bendDir, bool stretch, float softness, float alpha);
  
  	IkConstraint(IkConstraintData &data, Skeleton &skeleton);
  
  	/// Applies the constraint to the constrained bones.
  	void apply();
  
  	virtual void update();
  
  	virtual int getOrder();
  
  	IkConstraintData &getData();
  
  	Vector<Bone *> &getBones();
  
  	Bone *getTarget();
  
  	void setTarget(Bone *inValue);
  
  	int getBendDirection();
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  	void setBendDirection(int inValue);
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  	bool getCompress();
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  	void setCompress(bool inValue);
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  	bool getStretch();
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  	void setStretch(bool inValue);
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  	float getMix();
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  	void setMix(float inValue);
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  	float getSoftness();
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  	void setSoftness(float inValue);
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  	bool isActive();
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  	void setActive(bool inValue);
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  private:
  	IkConstraintData &_data;
  	Vector<Bone *> _bones;
  	int _bendDirection;
  	bool _compress;
  	bool _stretch;
  	float _mix;
  	float _softness;
  	Bone *_target;
  	bool _active;
  };
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  }
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  #endif /* Spine_IkConstraint_h */