/****************************************************************************** * 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 { Pose } from "./Pose"; /** Stores the current pose for an IK constraint. */ export class IkConstraintPose implements Pose { /** For two bone IK, controls the bend direction of the IK bones, either 1 or -1. */ bendDirection = 0; /** For one bone IK, when true and the target is too close, the bone is scaled to reach it. */ compress = false; /** When true and the target is out of range, the parent bone is scaled to reach it. * * For two bone IK: 1) the child bone's local Y translation is set to 0, 2) stretch is not applied if {@link softness} is * > 0, and 3) if the parent bone has local nonuniform scale, stretch is not applied. */ stretch = false; /** A percentage (0-1) that controls the mix between the constrained and unconstrained rotation. * * For two bone IK: if the parent bone has local nonuniform scale, the child bone's local Y translation is set to 0. */ mix = 0; /** For two bone IK, the target bone's distance from the maximum reach of the bones where rotation begins to slow. The bones * will not straighten completely until the target is this far out of range. */ softness = 0; public set (pose: IkConstraintPose) { this.mix = pose.mix; this.softness = pose.softness; this.bendDirection = pose.bendDirection; this.compress = pose.compress; this.stretch = pose.stretch; } }