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https://github.com/EsotericSoftware/spine-runtimes.git
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64 lines
2.9 KiB
TypeScript
64 lines
2.9 KiB
TypeScript
/******************************************************************************
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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 type { BoneData } from "./BoneData.js";
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import type { BoneLocal } from "./BoneLocal.js";
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import { BonePose } from "./BonePose.js";
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import { PosedActive } from "./PosedActive.js";
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/** The current pose for a bone, before constraints are applied.
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*
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* A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a
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* local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a
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* constraint or application code modifies the world transform after it was computed from the local transform. */
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export class Bone extends PosedActive<BoneData, BoneLocal, BonePose> {
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/** The parent bone, or null if this is the root bone. */
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parent: Bone | null = null;
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/** The immediate children of this bone. */
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children = [] as Bone[];
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sorted = false;
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constructor (data: BoneData, parent: Bone | null) {
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super(data, new BonePose(), new BonePose());
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this.parent = parent;
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this.applied.bone = this;
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this.constrained.bone = this;
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}
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/** Make a copy of the bone. Does not copy the {@link #getChildren()} bones. */
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copy (parent: Bone | null): Bone {
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const copy = new Bone(this.data, parent);
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copy.pose.set(this.pose);
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return copy;
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}
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}
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