/******************************************************************************
 * 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
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 *****************************************************************************/

#ifndef Spine_IkConstraint_h
#define Spine_IkConstraint_h

#include <spine/ConstraintData.h>

#include <spine/Vector.h>

namespace spine {
class IkConstraintData;

class Skeleton;

class Bone;

class SP_API IkConstraint : public Updatable {
    friend class Skeleton;

    friend class IkConstraintTimeline;

    RTTI_DECL

public:
    /// 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.
    static void apply(Bone &bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float alpha);

    /// 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.
    /// @param child A direct descendant of the parent bone.
    static void apply(Bone &parent, Bone &child, float targetX, float targetY, int bendDir, bool stretch, float softness, float alpha);

    IkConstraint(IkConstraintData &data, Skeleton &skeleton);

    /// Applies the constraint to the constrained bones.
    void apply();

    virtual void update();

    virtual int getOrder();

    IkConstraintData &getData();

    Vector<Bone *> &getBones();

    Bone *getTarget();

    void setTarget(Bone *inValue);

    int getBendDirection();

    void setBendDirection(int inValue);

    bool getCompress();

    void setCompress(bool inValue);

    bool getStretch();

    void setStretch(bool inValue);

    float getMix();

    void setMix(float inValue);

    float getSoftness();

    void setSoftness(float inValue);

    bool isActive();

    void setActive(bool inValue);

private:
    IkConstraintData &_data;
    Vector<Bone *> _bones;
    int _bendDirection;
    bool _compress;
    bool _stretch;
    float _mix;
    float _softness;
    Bone *_target;
    bool _active;
};
} // namespace spine

#endif /* Spine_IkConstraint_h */
