/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ package com.esotericsoftware.spine; import com.badlogic.gdx.utils.Array; /** Stores the setup pose for a {@link TransformConstraint}. * <p> * See <a href="http://esotericsoftware.com/spine-transform-constraints">Transform constraints</a> in the Spine User Guide. */ public class TransformConstraintData { final String name; int order; final Array<BoneData> bones = new Array(); BoneData target; float rotateMix, translateMix, scaleMix, shearMix; float offsetRotation, offsetX, offsetY, offsetScaleX, offsetScaleY, offsetShearY; public TransformConstraintData (String name) { if (name == null) throw new IllegalArgumentException("name cannot be null."); this.name = name; } /** The transform constraint's name, which is unique within the skeleton. */ public String getName () { return name; } /** See {@link Constraint#getOrder()}. */ public int getOrder () { return order; } public void setOrder (int order) { this.order = order; } /** The bones that will be modified by this transform constraint. */ public Array<BoneData> getBones () { return bones; } /** The target bone whose world transform will be copied to the constrained bones. */ 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 rotations. */ public float getRotateMix () { return rotateMix; } public void setRotateMix (float rotateMix) { this.rotateMix = rotateMix; } /** A percentage (0-1) that controls the mix between the constrained and unconstrained translations. */ public float getTranslateMix () { return translateMix; } public void setTranslateMix (float translateMix) { this.translateMix = translateMix; } /** A percentage (0-1) that controls the mix between the constrained and unconstrained scales. */ public float getScaleMix () { return scaleMix; } public void setScaleMix (float scaleMix) { this.scaleMix = scaleMix; } /** A percentage (0-1) that controls the mix between the constrained and unconstrained shears. */ public float getShearMix () { return shearMix; } public void setShearMix (float shearMix) { this.shearMix = shearMix; } /** An offset added to the constrained bone rotation. */ public float getOffsetRotation () { return offsetRotation; } public void setOffsetRotation (float offsetRotation) { this.offsetRotation = offsetRotation; } /** An offset added to the constrained bone X translation. */ public float getOffsetX () { return offsetX; } public void setOffsetX (float offsetX) { this.offsetX = offsetX; } /** An offset added to the constrained bone Y translation. */ public float getOffsetY () { return offsetY; } public void setOffsetY (float offsetY) { this.offsetY = offsetY; } /** An offset added to the constrained bone scaleX. */ public float getOffsetScaleX () { return offsetScaleX; } public void setOffsetScaleX (float offsetScaleX) { this.offsetScaleX = offsetScaleX; } /** An offset added to the constrained bone scaleY. */ public float getOffsetScaleY () { return offsetScaleY; } public void setOffsetScaleY (float offsetScaleY) { this.offsetScaleY = offsetScaleY; } /** An offset added to the constrained bone shearY. */ public float getOffsetShearY () { return offsetShearY; } public void setOffsetShearY (float offsetShearY) { this.offsetShearY = offsetShearY; } public String toString () { return name; } }