@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
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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*****************************************************************************/
import { Bone } from "./Bone.js";
import { Physics, Skeleton } from "./Skeleton.js";
import { TransformConstraintData } from "./TransformConstraintData.js";
import { Updatable } from "./Updatable.js";
import { Vector2 } from "./Utils.js";
/** Stores the current pose for a transform constraint. A transform constraint adjusts the world transform of the constrained
* bones to match that of the target bone.
*
* See [Transform constraints](http://esotericsoftware.com/spine-transform-constraints) in the Spine User Guide. */
export declare class TransformConstraint implements Updatable {
/** The transform constraint's setup pose data. */
data: TransformConstraintData;
/** The bones that will be modified by this transform constraint. */
bones: Array<Bone>;
/** The target bone whose world transform will be copied to the constrained bones. */
target: Bone;
mixRotate: number;
mixX: number;
mixY: number;
mixScaleX: number;
mixScaleY: number;
mixShearY: number;
temp: Vector2;
active: boolean;
constructor(data: TransformConstraintData, skeleton: Skeleton);
isActive(): boolean;
setToSetupPose(): void;
update(physics: Physics): void;
applyAbsoluteWorld(): void;
applyRelativeWorld(): void;
applyAbsoluteLocal(): void;
applyRelativeLocal(): void;
}