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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated July 28, 2023. Replaces all prior versions.
- *
- * Copyright (c) 2013-2023, 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.
- *****************************************************************************/
- 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 {
- internal BoneData bone;
- internal float x, y, rotate, scaleX, shearX, limit;
- internal float step, inertia, strength, damping, massInverse, wind, gravity, mix;
- internal bool inertiaGlobal, strengthGlobal, dampingGlobal, massGlobal, windGlobal, gravityGlobal, mixGlobal;
- public PhysicsConstraintData (string name) : base(name) {
- }
- /// <summary>The bone constrained by this physics constraint.</summary>
- public BoneData Bone { get { return bone; } }
- public float Step { get { return step; } set { step = value; } }
- public float X { get { return x; } set { x = value; } }
- public float Y { get { return y; } set { y = value; } }
- public float Rotate { get { return rotate; } set { rotate = value; } }
- public float ScaleX { get { return scaleX; } set { scaleX = value; } }
- public float ShearX { get { return shearX; } set { shearX = value; } }
- public float Limit { get { return limit; } set { limit = value; } }
- public float Inertia { get { return inertia; } set { inertia = value; } }
- public float Strength { get { return strength; } set { strength = value; } }
- public float Damping { get { return damping; } set { damping = value; } }
- public float MassInverse { get { return massInverse; } set { massInverse = value; } }
- public float Wind { get { return wind; } set { wind = value; } }
- public float Gravity { get { return gravity; } set { gravity = value; } }
- /// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained poses.</summary>
- public float Mix { get { return mix; } set { mix = value; } }
- public bool InertiaGlobal { get { return inertiaGlobal; } set { inertiaGlobal = value; } }
- public bool StrengthGlobal { get { return strengthGlobal; } set { strengthGlobal = value; } }
- public bool DampingGlobal { get { return dampingGlobal; } set { dampingGlobal = value; } }
- public bool MassGlobal { get { return massGlobal; } set { massGlobal = value; } }
- public bool WindGlobal { get { return windGlobal; } set { windGlobal = value; } }
- public bool GravityGlobal { get { return gravityGlobal; } set { gravityGlobal = value; } }
- public bool MixGlobal { get { return mixGlobal; } set { mixGlobal = value; } }
- }
- }
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