/****************************************************************************** * 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 { BoneData } from "./BoneData.js"; import { ConstraintData } from "./ConstraintData.js"; import { PhysicsConstraint } from "./PhysicsConstraint.js"; import { PhysicsConstraintPose } from "./PhysicsConstraintPose.js"; import { Skeleton } from "./Skeleton.js"; /** Stores the setup pose for a {@link PhysicsConstraint}. *

* See Physics constraints in the Spine User Guide. */ export class PhysicsConstraintData extends ConstraintData { /** The bone constrained by this physics constraint. */ public set bone (boneData: BoneData) { this._bone = boneData; } public get bone () { if (!this._bone) throw new Error("BoneData not set.") else return this._bone; } private _bone: BoneData | null = null; x = 0; y = 0; rotate = 0; scaleX = 0; shearX = 0; limit = 0; step = 0; inertiaGlobal = false; strengthGlobal = false; dampingGlobal = false; massGlobal = false; windGlobal = false; gravityGlobal = false; mixGlobal = false; constructor (name: string) { super(name, new PhysicsConstraintPose()); } public create (skeleton: Skeleton) { return new PhysicsConstraint(this, skeleton); } }