text: /******************************************************************************
   * Spine Runtimes License Agreement
   * Last updated January 1, 2020. Replaces all prior versions.
   *
   * Copyright (c) 2013-2020, Esoteric Software LLC
   *
   * Integration of the Spine Runtimes into software or otherwise creating
   * derivative works of the Spine Runtimes is permitted under the terms and
   * conditions of Section 2 of the Spine Editor License Agreement:
   * http://esotericsoftware.com/spine-editor-license
   *
   * Otherwise, it is permitted to integrate the Spine Runtimes into software
   * or otherwise create derivative works of the Spine Runtimes (collectively,
   * "Products"), provided that each user of the Products must obtain their own
   * Spine Editor license and redistribution of the Products in any form must
   * include this license and copyright notice.
   *
   * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
   * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   *****************************************************************************/
  
  using System;
  using System.Collections.Generic;
  
  namespace Spine {
  	/// <summary>Stores the setup pose for an IkConstraint.</summary>
  	public class IkConstraintData : ConstraintData {
  		internal ExposedList<BoneData> bones = new ExposedList<BoneData>();
  		internal BoneData target;
  		internal int bendDirection = 1;
  		internal bool compress, stretch, uniform;
  		internal float mix = 1, softness;
  
  		public IkConstraintData (string name) : base(name) {
  		}
  
  		/// <summary>The bones that are constrained by this IK Constraint.</summary>
  		public ExposedList<BoneData> Bones {
  			get { return bones; }
  		}
  
  		/// <summary>The bone that is the IK target.</summary>
  		public BoneData Target {
  			get { return target; }
  			set { target = value; }
  		}
  
  		/// <summary>
  		/// A percentage (0-1) that controls the mix between the constraint and unconstrained rotations.</summary>
  		public float Mix {
  			get { return mix; }
  			set { mix = value; }
  		}
  
  		///<summary>For two bone IK, the distance from the maximum reach of the bones that rotation will slow.</summary>
  		public float Softness {
  			get { return softness; }
  			set { softness = value; }
  		}
  
  		/// <summary>Controls the bend direction of the IK bones, either 1 or -1.</summary>
  		public int BendDirection {
  			get { return bendDirection; }
  			set { bendDirection = value; }
  		}
  
  		/// <summary>
  		/// When true, and only a single bone is being constrained,
  		/// if the target is too close, the bone is scaled to reach it. </summary>
  		public bool Compress {
  			get { return compress; }
  			set { compress = value; }
  		}
  
  		/// <summary>
  		/// When true, if the target is out of range, the parent bone is scaled on the X axis to reach it.
  		/// If the bone has local nonuniform scale, stretching is not applied.</summary>
  		public bool Stretch {
  			get { return stretch; }
  			set { stretch = value; }
  		}
  
  		/// <summary>
  		/// When true, only a single bone is being constrained and Compress or Stretch is used,
  		/// the bone is scaled both on the X and Y axes.</summary>
  		public bool Uniform {
  			get { return uniform; }
  			set { uniform = value; }
  		}
  	}
  }
  