/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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. *****************************************************************************/ module spine { /** Stores the setup pose for a {@link TransformConstraint}. * * See [Transform constraints](http://esotericsoftware.com/spine-transform-constraints) in the Spine User Guide. */ export class TransformConstraintData extends ConstraintData { /** The bones that will be modified by this transform constraint. */ bones = new Array(); /** The target bone whose world transform will be copied to the constrained bones. */ target: BoneData; /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */ rotateMix = 0; /** A percentage (0-1) that controls the mix between the constrained and unconstrained translations. */ translateMix = 0; /** A percentage (0-1) that controls the mix between the constrained and unconstrained scales. */ scaleMix = 0; /** A percentage (0-1) that controls the mix between the constrained and unconstrained shears. */ shearMix = 0; /** An offset added to the constrained bone rotation. */ offsetRotation = 0; /** An offset added to the constrained bone X translation. */ offsetX = 0; /** An offset added to the constrained bone Y translation. */ offsetY = 0; /** An offset added to the constrained bone scaleX. */ offsetScaleX = 0; /** An offset added to the constrained bone scaleY. */ offsetScaleY = 0; /** An offset added to the constrained bone shearY. */ offsetShearY = 0; relative = false; local = false; constructor (name: string) { super(name, 0, false); } } }