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2026-07-10 10:24:29 +08:00

72 lines
3.1 KiB
C#

/******************************************************************************
* 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 {
/// <summary>A node in a skeleton's hierarchy with a transform that affects its children and their attachments. A bone has a
/// number of poses:
/// <list type="bullet">
/// <item><see cref="Data"/>: The setup pose.</item>
/// <item><see cref="Pose"/>: The unconstrained local pose. Set by animations and application code.</item>
/// <item><see cref="AppliedPose"/>: The local pose to use for rendering. Possibly modified by constraints.</item>
/// <item>World transform: the local pose combined with the parent world transform. Computed on a pose by
/// <see cref="BonePose.UpdateWorldTransform(Skeleton)"/> and <see cref="Skeleton.UpdateWorldTransform(Physics)"/>.</item>
/// </list>
/// </summary>
public class Bone : PosedActive<BoneData, BonePose> {
static public bool yDown;
internal Bone parent;
internal ExposedList<Bone> children = new ExposedList<Bone>(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;
}
/// <summary>
/// Copy constructor. Does not copy the <see cref="Children"/> bones.
/// </summary>
public Bone (Bone bone, Bone parent)
: this(bone.data, parent) {
pose.Set(bone.pose);
}
public Bone Parent { get { return parent; } }
public ExposedList<Bone> Children { get { return children; } }
}
}