重新修正忽视规则,防止clone后项目无法复现
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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 { BoneData } from "./BoneData.js";
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import { ConstraintData } from "./ConstraintData.js";
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/** Stores the setup pose for an {@link IkConstraint}.
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* <p>
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* See [IK constraints](http://esotericsoftware.com/spine-ik-constraints) in the Spine User Guide. */
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export declare class IkConstraintData extends ConstraintData {
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/** The bones that are constrained by this IK constraint. */
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bones: BoneData[];
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/** The bone that is the IK target. */
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private _target;
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set target(boneData: BoneData);
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get target(): BoneData;
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/** Controls the bend direction of the IK bones, either 1 or -1. */
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bendDirection: number;
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/** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */
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compress: boolean;
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/** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained
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* and the parent bone has local nonuniform scale, stretch is not applied. */
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stretch: boolean;
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/** When true, only a single bone is being constrained, and {@link #getCompress()} or {@link #getStretch()} is used, the bone
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* is scaled on both the X and Y axes. */
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uniform: boolean;
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/** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */
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mix: number;
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/** For two bone IK, the distance from the maximum reach of the bones that rotation will slow. */
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softness: number;
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constructor(name: string);
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}
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