@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
* 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,
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import type { BonePose } from "./BonePose.js";
import { Constraint } from "./Constraint.js";
import { Physics } from "./Physics.js";
import type { PhysicsConstraintData } from "./PhysicsConstraintData.js";
import { PhysicsConstraintPose } from "./PhysicsConstraintPose.js";
import { Skeleton } from "./Skeleton.js";
/** Applies physics to a bone.
*
* See <a href="http://esotericsoftware.com/spine-physics-constraints">Physics constraints</a> in the Spine User Guide. */
export declare class PhysicsConstraint extends Constraint<PhysicsConstraint, PhysicsConstraintData, PhysicsConstraintPose> {
bone: BonePose;
_reset: boolean;
ux: number;
uy: number;
cx: number;
cy: number;
tx: number;
ty: number;
xOffset: number;
xLag: number;
xVelocity: number;
yOffset: number;
yLag: number;
yVelocity: number;
rotateOffset: number;
rotateLag: number;
rotateVelocity: number;
scaleOffset: number;
scaleLag: number;
scaleVelocity: number;
remaining: number;
lastTime: number;
constructor(data: PhysicsConstraintData, skeleton: Skeleton);
copy(skeleton: Skeleton): PhysicsConstraint;
/** Resets all physics state that was the result of previous movement. Use this after moving a bone to prevent physics from
* reacting to the movement. */
reset(skeleton: Skeleton): void;
/** Translates the physics constraint so the next {@link update} 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 the next {@link update} forces are applied as if the bone rotated
* around the specified point in world space. */
rotate(x: number, y: number, degrees: number): void;
/** Applies the constraint to the constrained bones. */
update(skeleton: Skeleton, physics: Physics): void;
sort(skeleton: Skeleton): void;
isSourceActive(): boolean;
}