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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 { PhysicsConstraintData } from "./PhysicsConstraintData.js"; import { Physics, Skeleton } from "./Skeleton.js"; import { Updatable } from "./Updatable.js"; /** Stores the current pose for a physics constraint. A physics constraint applies physics to bones. * <p> * See <a href="http://esotericsoftware.com/spine-physics-constraints">Physics constraints</a> in the Spine User Guide. */ export declare class PhysicsConstraint implements Updatable { readonly data: PhysicsConstraintData; private _bone; /** The bone constrained by this physics constraint. */ set bone(bone: Bone); get bone(): Bone; inertia: number; strength: number; damping: number; massInverse: number; wind: number; gravity: number; mix: number; _reset: boolean; ux: number; uy: number; cx: number; cy: number; tx: number; ty: number; xOffset: number; xVelocity: number; yOffset: number; yVelocity: number; rotateOffset: number; rotateVelocity: number; scaleOffset: number; scaleVelocity: number; active: boolean; readonly skeleton: Skeleton; remaining: number; lastTime: number; constructor(data: PhysicsConstraintData, skeleton: Skeleton); reset(): void; setToSetupPose(): void; isActive(): boolean; /** Applies the constraint to the constrained bones. */ update(physics: Physics): void; /** Translates the physics constraint so next {@link #update(Physics)} forces are applied as if the bone moved an additional * amount in world space. */ translate(x: number, y: number): void; /** Rotates the physics constraint so next {@link #update(Physics)} forces are applied as if the bone rotated around the * specified point in world space. */ rotate(x: number, y: number, degrees: number): void; }