@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
* 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
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*****************************************************************************/
import { BoneData } from "./BoneData.js";
import { ConstraintData } from "./ConstraintData.js";
/** Stores the setup pose for an {@link IkConstraint}.
* <p>
* See [IK constraints](http://esotericsoftware.com/spine-ik-constraints) in the Spine User Guide. */
export declare class IkConstraintData extends ConstraintData {
/** The bones that are constrained by this IK constraint. */
bones: BoneData[];
/** The bone that is the IK target. */
private _target;
set target(boneData: BoneData);
get target(): BoneData;
/** 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;
/** When true, only a single bone is being constrained, and {@link #getCompress()} or {@link #getStretch()} is used, the bone
* is scaled on both the X and Y axes. */
uniform: 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;
constructor(name: string);
}