2025-10-27 15:54:57 +01:00

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