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@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 { 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; }