支持spine4.3
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import type { BonePose } from "./BonePose.js";
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import { Constraint } from "./Constraint.js";
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import { Physics } from "./Physics.js";
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import type { PhysicsConstraintData } from "./PhysicsConstraintData.js";
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import { PhysicsConstraintPose } from "./PhysicsConstraintPose.js";
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import { Skeleton } from "./Skeleton.js";
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/** Applies physics to a bone.
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*
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* See <a href="http://esotericsoftware.com/spine-physics-constraints">Physics constraints</a> in the Spine User Guide. */
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export declare class PhysicsConstraint extends Constraint<PhysicsConstraint, PhysicsConstraintData, PhysicsConstraintPose> {
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bone: BonePose;
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_reset: boolean;
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ux: number;
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uy: number;
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cx: number;
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cy: number;
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tx: number;
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ty: number;
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xOffset: number;
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xLag: number;
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xVelocity: number;
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yOffset: number;
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yLag: number;
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yVelocity: number;
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rotateOffset: number;
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rotateLag: number;
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rotateVelocity: number;
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scaleOffset: number;
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scaleLag: number;
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scaleVelocity: number;
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remaining: number;
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lastTime: number;
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constructor(data: PhysicsConstraintData, skeleton: Skeleton);
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copy(skeleton: Skeleton): PhysicsConstraint;
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/** Resets all physics state that was the result of previous movement. Use this after moving a bone to prevent physics from
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* reacting to the movement. */
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reset(skeleton: Skeleton): void;
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/** Translates the physics constraint so the next {@link update} forces are applied as if the bone moved an
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* additional amount in world space. */
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translate(x: number, y: number): void;
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/** Rotates the physics constraint so the next {@link update} forces are applied as if the bone rotated
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* around the specified point in world space. */
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rotate(x: number, y: number, degrees: number): void;
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/** Applies the constraint to the constrained bones. */
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update(skeleton: Skeleton, physics: Physics): void;
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sort(skeleton: Skeleton): void;
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isSourceActive(): boolean;
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}
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