@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 { 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;
}