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ngx-spine

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/****************************************************************************** * Spine Runtimes License Agreement * Last updated May 1, 2019. Replaces all prior versions. * * Copyright (c) 2013-2019, 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. * * THIS SOFTWARE IS 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 THIS SOFTWARE, * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ import { IkConstraintData } from "./IkConstraintData"; import { Bone } from "./Bone"; import { Updatable } from "./Updatable"; import { Skeleton } from "./Skeleton"; export declare class IkConstraint implements Updatable { data: IkConstraintData; bones: Array<Bone>; target: Bone; bendDirection: number; compress: boolean; stretch: boolean; mix: number; softness: number; active: boolean; constructor(data: IkConstraintData, skeleton: Skeleton); isActive(): boolean; apply(): void; update(): void; /** Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified in the world * coordinate system. */ apply1(bone: Bone, targetX: number, targetY: number, compress: boolean, stretch: boolean, uniform: boolean, alpha: number): void; /** Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as possible. The * target is specified in the world coordinate system. * @param child A direct descendant of the parent bone. */ apply2(parent: Bone, child: Bone, targetX: number, targetY: number, bendDir: number, stretch: boolean, softness: number, alpha: number): void; }