UNPKG

@esotericsoftware/spine-core

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/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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. *****************************************************************************/ import { Bone } from "./Bone.js"; import { IkConstraintData } from "./IkConstraintData.js"; import { Physics, Skeleton } from "./Skeleton.js"; import { Updatable } from "./Updatable.js"; /** Stores the current pose for an IK constraint. An IK constraint adjusts the rotation of 1 or 2 constrained bones so the tip of * the last bone is as close to the target bone as possible. * * See [IK constraints](http://esotericsoftware.com/spine-ik-constraints) in the Spine User Guide. */ export declare class IkConstraint implements Updatable { /** The IK constraint's setup pose data. */ data: IkConstraintData; /** The bones that will be modified by this IK constraint. */ bones: Array<Bone>; /** The bone that is the IK target. */ target: Bone; /** Controls the bend direction of the IK bones, either 1 or -1. */ bendDirection: number; /** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */ compress: boolean; /** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained * and the parent bone has local nonuniform scale, stretch is not applied. */ stretch: boolean; /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */ mix: number; /** For two bone IK, the distance from the maximum reach of the bones that rotation will slow. */ softness: number; active: boolean; constructor(data: IkConstraintData, skeleton: Skeleton); isActive(): boolean; setToSetupPose(): void; update(physics: Physics): void; /** Applies 1 bone IK. The target is specified in the world coordinate system. */ apply1(bone: Bone, targetX: number, targetY: number, compress: boolean, stretch: boolean, uniform: boolean, alpha: number): void; /** Applies 2 bone IK. The target is specified in the world coordinate system. * @param child A direct descendant of the parent bone. */ apply2(parent: Bone, child: Bone, targetX: number, targetY: number, bendDir: number, stretch: boolean, uniform: boolean, softness: number, alpha: number): void; }