@esotericsoftware/spine-core
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The official Spine Runtimes for the web.
48 lines (47 loc) • 2.68 kB
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,
* 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 { Pose } from "./Pose.js";
/** Stores a pose for a physics constraint. */
export declare class PhysicsConstraintPose implements Pose<PhysicsConstraintPose> {
/** Controls how much bone movement is converted into physics movement. */
inertia: number;
/** The amount of force used to return properties to the unconstrained value. */
strength: number;
/** Reduces the speed of physics movements, with more of a reduction at higher speeds. */
damping: number;
/** Determines susceptibility to acceleration. */
massInverse: number;
/** Applies a constant force along the {@link Skeleton.windX}, {@link Skeleton.windY} vector. */
wind: number;
/** Applies a constant force along the {@link Skeleton.gravityX}, {@link Skeleton.gravityY} vector. */
gravity: number;
/** A percentage (0+) that controls the mix between the constrained and unconstrained poses. */
mix: number;
set(pose: PhysicsConstraintPose): void;
}