77 lines
3.6 KiB
TypeScript
77 lines
3.6 KiB
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 { 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;
|
|
}
|