IkConstraint.h
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, 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.
*
* 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.
*****************************************************************************/
#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();
void setBendDirection(int inValue);
bool getCompress();
void setCompress(bool inValue);
bool getStretch();
void setStretch(bool inValue);
float getMix();
void setMix(float inValue);
float getSoftness();
void setSoftness(float inValue);
bool isActive();
void setActive(bool inValue);
private:
IkConstraintData &_data;
Vector<Bone *> _bones;
int _bendDirection;
bool _compress;
bool _stretch;
float _mix;
float _softness;
Bone *_target;
bool _active;
};
}
#endif /* Spine_IkConstraint_h */