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ios/cocos2d/cocos/editor-support/spine/IkConstraintData.h 2.93 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_IkConstraintData_h
  #define Spine_IkConstraintData_h
  
  #include <spine/Vector.h>
  #include <spine/SpineObject.h>
  #include <spine/SpineString.h>
  #include <spine/ConstraintData.h>
  
  namespace spine {
  	class BoneData;
  
  	class SP_API IkConstraintData : public ConstraintData {
  		friend class SkeletonBinary;
  		friend class SkeletonJson;
  		friend class IkConstraint;
  		friend class Skeleton;
  		friend class IkConstraintTimeline;
  
  	public:
  		explicit IkConstraintData(const String& name);
  
  		/// The bones that are constrained by this IK Constraint.
  		Vector<BoneData*>& getBones();
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  		/// The bone that is the IK target.
  		BoneData* getTarget();
  		void setTarget(BoneData* inValue);
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  		/// Controls the bend direction of the IK bones, either 1 or -1.
  		int getBendDirection();
  		void setBendDirection(int inValue);
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  		bool getCompress();
  		void setCompress(bool inValue);
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  		bool getStretch();
  		void setStretch(bool inValue);
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  		bool getUniform();
  		void setUniform(bool inValue);
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  		float getMix();
  		void setMix(float inValue);
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  		float getSoftness();
  		void setSoftness(float inValue);
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  	private:
  		Vector<BoneData*> _bones;
  		BoneData* _target;
  		int _bendDirection;
  		bool _compress;
  		bool _stretch;
  		bool _uniform;
  		float _mix;
  		float _softness;
  	};
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  }
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  #endif /* Spine_IkConstraintData_h */