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@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 { 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; }