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

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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
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*****************************************************************************/
namespace Spine {
/// <summary>
/// Stores the setup pose for a <see cref="PhysicsConstraint"/>.
/// <para>
/// See <a href="http://esotericsoftware.com/spine-physics-constraints">Physics constraints</a> in the Spine User Guide.</para>
/// </summary>
public class PhysicsConstraintData : ConstraintData<PhysicsConstraint, PhysicsConstraintPose> {
internal BoneData bone;
internal float x, y, rotate, scaleX, shearX, limit, step;
internal bool inertiaGlobal, strengthGlobal, dampingGlobal, massGlobal, windGlobal, gravityGlobal, mixGlobal;
internal ScaleYMode scaleYMode = ScaleYMode.None;
public PhysicsConstraintData (string name)
: base(name, new PhysicsConstraintPose()) {
}
override public IConstraint Create (Skeleton skeleton) {
return new PhysicsConstraint(this, skeleton);
}
/// <summary>The bone constrained by this physics constraint.</summary>
public BoneData Bone { get { return bone; } }
/// <summary>The time in milliseconds required to advance the physics simulation one step.</summary>
public float Step { get { return step; } set { step = value; } }
/// <summary>Physics influence on x translation, 0-1.</summary>
public float X { get { return x; } set { x = value; } }
/// <summary>Physics influence on y translation, 0-1.</summary>
public float Y { get { return y; } set { y = value; } }
/// <summary>Physics influence on rotation, 0-1.</summary>
public float Rotate { get { return rotate; } set { rotate = value; } }
/// <summary>Physics influence on scaleX, 0-1.</summary>
public float ScaleX { get { return scaleX; } set { scaleX = value; } }
/// <summary>Physics influence on shearX, 0-1.</summary>
public float ShearX { get { return shearX; } set { shearX = value; } }
/// <summary>Movement greater than the limit will not have a greater effect on physics.</summary>
public float Limit { get { return limit; } set { limit = value; } }
/// <summary>
/// Determines how the <see cref="BonePose.scaleY"/> changes when <see cref="PhysicsConstraintData.scaleX"/> sets
/// <see cref="BonePose.scaleX"/>
/// </summary>
public ScaleYMode ScaleYMode {
get { return scaleYMode; }
set { scaleYMode = value; }
}
/// <summary>True when this constraint's inertia is controlled by global slider timelines.</summary>
public bool InertiaGlobal { get { return inertiaGlobal; } set { inertiaGlobal = value; } }
/// <summary>True when this constraint's strength is controlled by global slider timelines.</summary>
public bool StrengthGlobal { get { return strengthGlobal; } set { strengthGlobal = value; } }
/// <summary>True when this constraint's damping is controlled by global slider timelines.</summary>
public bool DampingGlobal { get { return dampingGlobal; } set { dampingGlobal = value; } }
/// <summary>True when this constraint's mass is controlled by global slider timelines.</summary>
public bool MassGlobal { get { return massGlobal; } set { massGlobal = value; } }
/// <summary>True when this constraint's wind is controlled by global slider timelines.</summary>
public bool WindGlobal { get { return windGlobal; } set { windGlobal = value; } }
/// <summary>True when this constraint's gravity is controlled by global slider timelines.</summary>
public bool GravityGlobal { get { return gravityGlobal; } set { gravityGlobal = value; } }
/// <summary>True when this constraint's mix is controlled by global slider timelines.</summary>
public bool MixGlobal { get { return mixGlobal; } set { mixGlobal = value; } }
}
}