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/******************************************************************************
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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; } }





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