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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
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* 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 */
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