/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2026, 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. * * THE SPINE RUNTIMES ARE 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; namespace Spine { /// A node in a skeleton's hierarchy with a transform that affects its children and their attachments. A bone has a /// number of poses: /// /// : The setup pose. /// : The unconstrained local pose. Set by animations and application code. /// : The local pose to use for rendering. Possibly modified by constraints. /// World transform: the local pose combined with the parent world transform. Computed on a pose by /// and . /// /// public class Bone : PosedActive { static public bool yDown; internal Bone parent; internal ExposedList children = new ExposedList(4); internal bool sorted; public Bone (BoneData data, Bone parent) : base(data, new BonePose(), new BonePose()) { this.parent = parent; appliedPose.bone = this; constrainedPose.bone = this; } /// /// Copy constructor. Does not copy the bones. /// public Bone (Bone bone, Bone parent) : this(bone.data, parent) { pose.Set(bone.pose); } public Bone Parent { get { return parent; } } public ExposedList Children { get { return children; } } } }