@esotericsoftware/spine-core
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The official Spine Runtimes for the web.
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TypeScript
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* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, Esoteric Software LLC
*
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*
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import { BoneData, Inherit } from "./BoneData.js";
import { Physics, Skeleton } from "./Skeleton.js";
import { Updatable } from "./Updatable.js";
import { Vector2 } from "./Utils.js";
/** Stores a bone's current pose.
*
* A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a
* local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a
* constraint or application code modifies the world transform after it was computed from the local transform. */
export declare class Bone implements Updatable {
/** The bone's setup pose data. */
data: BoneData;
/** The skeleton this bone belongs to. */
skeleton: Skeleton;
/** The parent bone, or null if this is the root bone. */
parent: Bone | null;
/** The immediate children of this bone. */
children: Bone[];
/** The local x translation. */
x: number;
/** The local y translation. */
y: number;
/** The local rotation in degrees, counter clockwise. */
rotation: number;
/** The local scaleX. */
scaleX: number;
/** The local scaleY. */
scaleY: number;
/** The local shearX. */
shearX: number;
/** The local shearY. */
shearY: number;
/** The applied local x translation. */
ax: number;
/** The applied local y translation. */
ay: number;
/** The applied local rotation in degrees, counter clockwise. */
arotation: number;
/** The applied local scaleX. */
ascaleX: number;
/** The applied local scaleY. */
ascaleY: number;
/** The applied local shearX. */
ashearX: number;
/** The applied local shearY. */
ashearY: number;
/** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */
a: number;
/** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */
b: number;
/** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */
c: number;
/** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */
d: number;
/** The world X position. If changed, {@link #updateAppliedTransform()} should be called. */
worldY: number;
/** The world Y position. If changed, {@link #updateAppliedTransform()} should be called. */
worldX: number;
inherit: Inherit;
sorted: boolean;
active: boolean;
/** @param parent May be null. */
constructor(data: BoneData, skeleton: Skeleton, parent: Bone | null);
/** Returns false when the bone has not been computed because {@link BoneData#skinRequired} is true and the
* {@link Skeleton#skin active skin} does not {@link Skin#bones contain} this bone. */
isActive(): boolean;
/** Computes the world transform using the parent bone and this bone's local applied transform. */
update(physics: Physics): void;
/** Computes the world transform using the parent bone and this bone's local transform.
*
* See {@link #updateWorldTransformWith()}. */
updateWorldTransform(): void;
/** Computes the world transform using the parent bone and the specified local transform. The applied transform is set to the
* specified local transform. Child bones are not updated.
*
* See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
* Runtimes Guide. */
updateWorldTransformWith(x: number, y: number, rotation: number, scaleX: number, scaleY: number, shearX: number, shearY: number): void;
/** Sets this bone's local transform to the setup pose. */
setToSetupPose(): void;
/** Computes the applied transform values from the world transform.
*
* If the world transform is modified (by a constraint, {@link #rotateWorld(float)}, etc) then this method should be called so
* the applied transform matches the world transform. The applied transform may be needed by other code (eg to apply other
* constraints).
*
* Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The applied transform after
* calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */
updateAppliedTransform(): void;
/** The world rotation for the X axis, calculated using {@link #a} and {@link #c}. */
getWorldRotationX(): number;
/** The world rotation for the Y axis, calculated using {@link #b} and {@link #d}. */
getWorldRotationY(): number;
/** The magnitude (always positive) of the world scale X, calculated using {@link #a} and {@link #c}. */
getWorldScaleX(): number;
/** The magnitude (always positive) of the world scale Y, calculated using {@link #b} and {@link #d}. */
getWorldScaleY(): number;
/** Transforms a point from world coordinates to the bone's local coordinates. */
worldToLocal(world: Vector2): Vector2;
/** Transforms a point from the bone's local coordinates to world coordinates. */
localToWorld(local: Vector2): Vector2;
/** Transforms a point from world coordinates to the parent bone's local coordinates. */
worldToParent(world: Vector2): Vector2;
/** Transforms a point from the parent bone's coordinates to world coordinates. */
parentToWorld(world: Vector2): Vector2;
/** Transforms a world rotation to a local rotation. */
worldToLocalRotation(worldRotation: number): number;
/** Transforms a local rotation to a world rotation. */
localToWorldRotation(localRotation: number): number;
/** Rotates the world transform the specified amount.
* <p>
* After changes are made to the world transform, {@link #updateAppliedTransform()} should be called and
* {@link #update(Physics)} will need to be called on any child bones, recursively. */
rotateWorld(degrees: number): void;
}