72 lines
3.1 KiB
C#
72 lines
3.1 KiB
C#
/******************************************************************************
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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>A node in a skeleton's hierarchy with a transform that affects its children and their attachments. A bone has a
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/// number of poses:
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/// <list type="bullet">
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/// <item><see cref="Data"/>: The setup pose.</item>
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/// <item><see cref="Pose"/>: The unconstrained local pose. Set by animations and application code.</item>
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/// <item><see cref="AppliedPose"/>: The local pose to use for rendering. Possibly modified by constraints.</item>
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/// <item>World transform: the local pose combined with the parent world transform. Computed on a pose by
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/// <see cref="BonePose.UpdateWorldTransform(Skeleton)"/> and <see cref="Skeleton.UpdateWorldTransform(Physics)"/>.</item>
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/// </list>
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/// </summary>
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public class Bone : PosedActive<BoneData, BonePose> {
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static public bool yDown;
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internal Bone parent;
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internal ExposedList<Bone> children = new ExposedList<Bone>(4);
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internal bool sorted;
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public Bone (BoneData data, Bone parent)
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: base(data, new BonePose(), new BonePose()) {
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this.parent = parent;
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appliedPose.bone = this;
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constrainedPose.bone = this;
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}
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/// <summary>
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/// Copy constructor. Does not copy the <see cref="Children"/> bones.
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/// </summary>
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public Bone (Bone bone, Bone parent)
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: this(bone.data, parent) {
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pose.Set(bone.pose);
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}
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public Bone Parent { get { return parent; } }
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public ExposedList<Bone> Children { get { return children; } }
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}
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}
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