@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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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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*****************************************************************************/
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;
}