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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 { PathAttachment } from "./attachments/PathAttachment.js"; import type { BonePose } from "./BonePose.js"; import { Constraint } from "./Constraint.js"; import { type PathConstraintData } from "./PathConstraintData.js"; import { PathConstraintPose } from "./PathConstraintPose.js"; import type { Physics } from "./Physics.js"; import type { Skeleton } from "./Skeleton.js"; import type { Slot } from "./Slot.js"; /** Adjusts the rotation, translation, and scale of the constrained bones so they follow a {@link PathAttachment}. * * See [Path constraints](http://esotericsoftware.com/spine-path-constraints) in the Spine User Guide. */ export declare class PathConstraint extends Constraint<PathConstraint, PathConstraintData, PathConstraintPose> { static NONE: number; static BEFORE: number; static AFTER: number; /** The path constraint's setup pose data. */ data: PathConstraintData; /** The bones that will be modified by this path constraint. */ bones: Array<BonePose>; /** The slot whose path attachment will be used to constrained the bones. */ slot: Slot; spaces: number[]; positions: number[]; world: number[]; curves: number[]; lengths: number[]; segments: number[]; constructor(data: PathConstraintData, skeleton: Skeleton); copy(skeleton: Skeleton): PathConstraint; update(skeleton: Skeleton, physics: Physics): void; computeWorldPositions(skeleton: Skeleton, path: PathAttachment, spacesCount: number, tangents: boolean): number[]; addBeforePosition(p: number, temp: Array<number>, i: number, out: Array<number>, o: number): void; addAfterPosition(p: number, temp: Array<number>, i: number, out: Array<number>, o: number): void; addCurvePosition(p: number, x1: number, y1: number, cx1: number, cy1: number, cx2: number, cy2: number, x2: number, y2: number, out: Array<number>, o: number, tangents: boolean): void; sort(skeleton: Skeleton): void; private sortPathSlot; private sortPath; isSourceActive(): boolean; }