Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2026, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* 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
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Collections.Generic;
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namespace Spine {
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/// <summary>Stores the setup pose for an IkConstraint.</summary>
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public class IkConstraintData : ConstraintData<IkConstraint, IkConstraintPose> {
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internal ExposedList<BoneData> bones = new ExposedList<BoneData>(2);
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internal BoneData target;
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internal ScaleYMode scaleY = ScaleYMode.None;
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public IkConstraintData (string name)
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: base(name, new IkConstraintPose()) {
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}
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override public IConstraint Create (Skeleton skeleton) {
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return new IkConstraint(this, skeleton);
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}
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/// <summary>The bones that are constrained by this IK Constraint.</summary>
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public ExposedList<BoneData> Bones {
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get { return bones; }
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}
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/// <summary>The bone that is the IK target.</summary>
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public BoneData Target {
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get { return target; }
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set { target = value; }
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}
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/// <summary>
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/// Determines how the <see cref="BonePose.scaleY"/> changes when <see cref="IkConstraintPose.Compress"/> or
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/// <see cref="IkConstraintPose.Stretch"/> set <see cref="BonePose.ScaleX"/>.
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/// </summary>
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public ScaleYMode ScaleY {
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get { return scaleY; }
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set { scaleY = value; }
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}
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}
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}
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