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 { 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); }