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SpineParticlesWeb/DateToSpine/third_party/spine-runtimes/4.3/spine-cpp/include/spine/PhysicsConstraintPose.h
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#ifndef Spine_PhysicsConstraintPose_h
#define Spine_PhysicsConstraintPose_h
#include <spine/Pose.h>
#include <spine/RTTI.h>
namespace spine {
/// Stores a pose for a physics constraint.
class SP_API PhysicsConstraintPose : public Pose<PhysicsConstraintPose> {
friend class PhysicsConstraint;
friend class PhysicsConstraintTimeline;
friend class SkeletonJson;
friend class SkeletonBinary;
private:
float _inertia;
float _strength;
float _damping;
float _massInverse;
float _wind;
float _gravity;
float _mix;
public:
PhysicsConstraintPose();
virtual ~PhysicsConstraintPose();
virtual void set(PhysicsConstraintPose &pose) override;
/// Controls how much bone movement is converted into physics movement.
float getInertia();
void setInertia(float inertia);
/// The amount of force used to return properties to the unconstrained value.
float getStrength();
void setStrength(float strength);
/// Reduces the speed of physics movements, with more of a reduction at higher speeds.
float getDamping();
void setDamping(float damping);
/// Determines susceptibility to acceleration.
float getMassInverse();
void setMassInverse(float massInverse);
/// Applies a constant force along the Skeleton::getWindX(), Skeleton::getWindY() vector.
float getWind();
void setWind(float wind);
/// Applies a constant force along the Skeleton::getGravityX(), Skeleton::getGravityY() vector.
float getGravity();
void setGravity(float gravity);
/// A percentage (0+) that controls the mix between the constrained and unconstrained poses.
float getMix();
void setMix(float mix);
};
}
#endif