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 type { Bone } from "./Bone.js"; import type { BonePose } from "./BonePose.js"; import { Constraint } from "./Constraint.js"; import { ScaleYMode } from "./ConstraintData.js"; import type { IkConstraintData } from "./IkConstraintData.js"; import { IkConstraintPose } from "./IkConstraintPose.js"; import type { Physics } from "./Physics.js"; import type { Skeleton } from "./Skeleton.js"; /** Adjusts the local rotation of 1 or 2 constrained bones so the world position of the tip of the last bone is as close to the * target bone as possible. * * See [IK constraints](http://esotericsoftware.com/spine-ik-constraints) in the Spine User Guide. */ export declare class IkConstraint extends Constraint<IkConstraint, IkConstraintData, IkConstraintPose> { /** The 1 or 2 bones that will be modified by this IK constraint. */ readonly bones: Array<BonePose>; /** The bone that is the IK target. */ target: Bone; constructor(data: IkConstraintData, skeleton: Skeleton); copy(skeleton: Skeleton): IkConstraint; update(skeleton: Skeleton, physics: Physics): void; sort(skeleton: Skeleton): void; isSourceActive(): boolean; /** Applies 1 bone IK. The target is specified in the world coordinate system. */ static apply(skeleton: Skeleton, bone: BonePose, targetX: number, targetY: number, compress: boolean, stretch: boolean, scaleYMode: ScaleYMode, mix: number): void; /** Applies 2 bone IK. The target is specified in the world coordinate system. * @param child A direct descendant of the parent bone. */ static apply(skeleton: Skeleton, parent: BonePose, child: BonePose, targetX: number, targetY: number, bendDir: number, stretch: boolean, scaleYMode: ScaleYMode, softness: number, mix: number): void; private static apply1; /** Applies 2 bone IK. The target is specified in the world coordinate system. * @param child A direct descendant of the parent bone. */ private static apply2; }