@esotericsoftware/spine-core
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The official Spine Runtimes for the web.
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TypeScript
/******************************************************************************
* 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
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*
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*****************************************************************************/
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;
}