FiE-Game/Assets/Spine/SpineCSharp/BoneData.cs

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2023-07-24 21:52:50 +02:00
/******************************************************************************
* 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.
*****************************************************************************/
using System;
namespace Spine {
public class BoneData {
internal int index;
internal string name;
internal BoneData parent;
internal float length;
internal float x, y, rotation, scaleX = 1, scaleY = 1, shearX, shearY;
internal TransformMode transformMode = TransformMode.Normal;
/// <summary>The index of the bone in Skeleton.Bones</summary>
public int Index { get { return index; } }
/// <summary>The name of the bone, which is unique within the skeleton.</summary>
public string Name { get { return name; } }
/// <summary>May be null.</summary>
public BoneData Parent { get { return parent; } }
public float Length { get { return length; } set { length = value; } }
/// <summary>Local X translation.</summary>
public float X { get { return x; } set { x = value; } }
/// <summary>Local Y translation.</summary>
public float Y { get { return y; } set { y = value; } }
/// <summary>Local rotation.</summary>
public float Rotation { get { return rotation; } set { rotation = value; } }
/// <summary>Local scaleX.</summary>
public float ScaleX { get { return scaleX; } set { scaleX = value; } }
/// <summary>Local scaleY.</summary>
public float ScaleY { get { return scaleY; } set { scaleY = value; } }
/// <summary>Local shearX.</summary>
public float ShearX { get { return shearX; } set { shearX = value; } }
/// <summary>Local shearY.</summary>
public float ShearY { get { return shearY; } set { shearY = value; } }
/// <summary>The transform mode for how parent world transforms affect this bone.</summary>
public TransformMode TransformMode { get { return transformMode; } set { transformMode = value; } }
/// <param name="parent">May be null.</param>
public BoneData (int index, string name, BoneData parent) {
if (index < 0) throw new ArgumentException("index must be >= 0", "index");
if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
this.index = index;
this.name = name;
this.parent = parent;
}
override public string ToString () {
return name;
}
}
[Flags]
public enum TransformMode {
//0000 0 Flip Scale Rotation
Normal = 0, // 0000
OnlyTranslation = 7, // 0111
NoRotationOrReflection = 1, // 0001
NoScale = 2, // 0010
NoScaleOrReflection = 6, // 0110
}
}