IkConstraintData.cpp 3.0 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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  28. *****************************************************************************/
  29. #ifdef SPINE_UE4
  30. #include "SpinePluginPrivatePCH.h"
  31. #endif
  32. #include <spine/IkConstraintData.h>
  33. #include <spine/BoneData.h>
  34. using namespace spine;
  35. IkConstraintData::IkConstraintData(const String &name) :
  36. ConstraintData(name),
  37. _target(NULL),
  38. _bendDirection(1),
  39. _compress(false),
  40. _stretch(false),
  41. _uniform(false),
  42. _mix(1),
  43. _softness(0) {
  44. }
  45. Vector<BoneData *> &IkConstraintData::getBones() {
  46. return _bones;
  47. }
  48. BoneData *IkConstraintData::getTarget() {
  49. return _target;
  50. }
  51. void IkConstraintData::setTarget(BoneData *inValue) {
  52. _target = inValue;
  53. }
  54. int IkConstraintData::getBendDirection() {
  55. return _bendDirection;
  56. }
  57. void IkConstraintData::setBendDirection(int inValue) {
  58. _bendDirection = inValue;
  59. }
  60. float IkConstraintData::getMix() {
  61. return _mix;
  62. }
  63. void IkConstraintData::setMix(float inValue) {
  64. _mix = inValue;
  65. }
  66. bool IkConstraintData::getStretch() {
  67. return _stretch;
  68. }
  69. void IkConstraintData::setStretch(bool inValue) {
  70. _stretch = inValue;
  71. }
  72. bool IkConstraintData::getCompress() {
  73. return _compress;
  74. }
  75. void IkConstraintData::setCompress(bool inValue) {
  76. _compress = inValue;
  77. }
  78. bool IkConstraintData::getUniform() {
  79. return _uniform;
  80. }
  81. void IkConstraintData::setUniform(bool inValue) {
  82. _uniform = inValue;
  83. }
  84. float IkConstraintData::getSoftness() {
  85. return _softness;
  86. }
  87. void IkConstraintData::setSoftness(float inValue) {
  88. _softness = inValue;
  89. }