IkConstraint class
IkConstraint wrapper
- Inheritance
-
- Object
- PosedActive
- IkConstraintBase
- IkConstraint
Constructors
- IkConstraint(IkConstraintData data, Skeleton skeleton)
-
factory
-
IkConstraint.fromPointer(Pointer<
spine_ik_constraint_wrapper> _ptr)
Properties
- active ← bool
-
no getterinherited
- appliedPose → IkConstraintPose
-
no setterinherited
- bones → ArrayBonePose
-
no setter
- data → IkConstraintData
-
no setterinherited
- hashCode → int
-
The hash code for this object.
no setterinherited
- isActive → bool
-
no setterinherited
- isPoseEqualToApplied → bool
-
no setterinherited
- isSourceActive → bool
-
no setterinherited
-
nativePtr
→ Pointer<
NativeType> -
Get the native pointer for FFI calls
no setteroverride
- pose → IkConstraintPose
-
no setterinherited
- rtti → Rtti
-
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- target ↔ Bone
-
getter/setter pair
Methods
-
constrained(
) → void -
inherited
-
copy(
Skeleton skeleton) → IkConstraint -
dispose(
) → void -
override
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
resetConstrained(
) → void -
inherited
-
sort(
Skeleton skeleton) → void -
inherited
-
toString(
) → String -
A string representation of this object.
inherited
-
update(
Skeleton skeleton, Physics physics) → void -
Inherited from Update
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited
Static Methods
-
apply(
Skeleton skeleton, BonePose bone, double targetX, double targetY, bool compress, bool stretch, bool uniform, double mix) → void - Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world coordinate system.
-
apply2(
Skeleton skeleton, BonePose parent, BonePose child, double targetX, double targetY, int bendDirection, bool stretch, bool uniform, double softness, double mix) → void - Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The target is specified in the world coordinate system.