com.esotericsoftware.spine.IkConstraintData Maven / Gradle / Ivy
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package com.esotericsoftware.spine;
import com.badlogic.gdx.utils.Array;
/** Stores the setup pose for an {@link IkConstraint}.
*
* See IK constraints in the Spine User Guide. */
public class IkConstraintData extends ConstraintData {
final Array bones = new Array();
BoneData target;
int bendDirection = 1;
boolean compress, stretch, uniform;
float mix = 1, softness;
public IkConstraintData (String name) {
super(name);
}
/** The bones that are constrained by this IK constraint. */
public Array getBones () {
return bones;
}
/** The bone that is the IK target. */
public BoneData getTarget () {
return target;
}
public void setTarget (BoneData target) {
if (target == null) throw new IllegalArgumentException("target cannot be null.");
this.target = target;
}
/** A percentage (0-1) that controls the mix between the constrained and unconstrained rotation.
*
* For two bone IK: if the parent bone has local nonuniform scale, the child bone's local Y translation is set to 0. */
public float getMix () {
return mix;
}
public void setMix (float mix) {
this.mix = mix;
}
/** For two bone IK, the target bone's distance from the maximum reach of the bones where rotation begins to slow. The bones
* will not straighten completely until the target is this far out of range. */
public float getSoftness () {
return softness;
}
public void setSoftness (float softness) {
this.softness = softness;
}
/** For two bone IK, controls the bend direction of the IK bones, either 1 or -1. */
public int getBendDirection () {
return bendDirection;
}
public void setBendDirection (int bendDirection) {
this.bendDirection = bendDirection;
}
/** For one bone IK, when true and the target is too close, the bone is scaled to reach it. */
public boolean getCompress () {
return compress;
}
public void setCompress (boolean compress) {
this.compress = compress;
}
/** When true and the target is out of range, the parent bone is scaled to reach it.
*
* For two bone IK: 1) the child bone's local Y translation is set to 0, 2) stretch is not applied if {@link #getSoftness()} is
* > 0, and 3) if the parent bone has local nonuniform scale, stretch is not applied. */
public boolean getStretch () {
return stretch;
}
public void setStretch (boolean stretch) {
this.stretch = stretch;
}
/** When true and {@link #getCompress()} or {@link #getStretch()} is used, the bone is scaled on both the X and Y axes. */
public boolean getUniform () {
return uniform;
}
public void setUniform (boolean uniform) {
this.uniform = uniform;
}
}