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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namespace Spine {
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/// <summary>Stores a pose for an IK constraint.</summary>
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public class IkConstraintPose : IPose<IkConstraintPose> {
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internal int bendDirection;
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internal bool compress, stretch;
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internal float mix, softness;
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public void Set (IkConstraintPose pose) {
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mix = pose.mix;
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softness = pose.softness;
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bendDirection = pose.bendDirection;
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compress = pose.compress;
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stretch = pose.stretch;
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}
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/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.
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/// <para>
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/// For two bone IK: if the parent bone has local nonuniform scale, the child bone's local Y translation is set to 0.
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/// </para></summary>
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public float Mix {
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get { return mix; }
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set { mix = value; }
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}
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/// <summary>For two bone IK, the target bone's distance from the maximum reach of the bones where rotation begins to slow. The bones
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/// will not straighten completely until the target is this far out of range.</summary>
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public float Softness {
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get { return softness; }
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set { softness = value; }
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}
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/// <summary>For two bone IK, controls the bend direction of the IK bones, either 1 or -1.</summary>
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public int BendDirection {
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get { return bendDirection; }
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set { bendDirection = value; }
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}
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/// <summary>For one bone IK, when true and the target is too close, the bone is scaled to reach it.</summary>
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public bool Compress {
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get { return compress; }
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set { compress = value; }
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}
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/// <summary>When true and the target is out of range, the parent bone is scaled to reach it.
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/// <para>
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/// For two bone IK: 1) the child bone's local Y translation is set to 0,
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/// 2) stretch is not applied if <see cref="Softness"/> is > 0,
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/// and 3) if the parent bone has local nonuniform scale, stretch is not applied.
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/// </para></summary>
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public bool Stretch {
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get { return stretch; }
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set { stretch = value; }
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}
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}
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}
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