spine-runtimes/spine-ts/spine-core/src/PathConstraintData.ts
2025-10-27 15:54:57 +01:00

88 lines
3.9 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 { ConstraintData } from "./ConstraintData.js";
import { PathConstraint } from "./PathConstraint.js";
import { PathConstraintPose } from "./PathConstraintPose.js";
import type { Skeleton } from "./Skeleton.js";
import type { SlotData } from "./SlotData.js";
/** Stores the setup pose for a {@link PathConstraint}.
*
* See [path constraints](http://esotericsoftware.com/spine-path-constraints) in the Spine User Guide. */
export class PathConstraintData extends ConstraintData<PathConstraint, PathConstraintPose> {
/** The bones that will be modified by this path constraint. */
bones = [] as BoneData[];
/** The slot whose path attachment will be used to constrained the bones. */
public set slot (slotData: SlotData) { this._slot = slotData; }
public get slot () {
if (!this._slot) throw new Error("SlotData not set.")
else return this._slot;
}
private _slot: SlotData | null = null;
/** The mode for positioning the first bone on the path. */
positionMode: PositionMode = PositionMode.Fixed;
/** The mode for positioning the bones after the first bone on the path. */
spacingMode: SpacingMode = SpacingMode.Fixed;
/** The mode for adjusting the rotation of the bones. */
rotateMode: RotateMode = RotateMode.Chain;
/** An offset added to the constrained bone rotation. */
offsetRotation: number = 0;
constructor (name: string) {
super(name, new PathConstraintPose());
}
public create (skeleton: Skeleton) {
return new PathConstraint(this, skeleton);
}
}
/** Controls how the first bone is positioned along the path.
*
* See [position](http://esotericsoftware.com/spine-path-constraints#Position) in the Spine User Guide. */
export enum PositionMode { Fixed, Percent }
/** Controls how bones after the first bone are positioned along the path.
*
* See [spacing](http://esotericsoftware.com/spine-path-constraints#Spacing) in the Spine User Guide. */
export enum SpacingMode { Length, Fixed, Percent, Proportional }
/** Controls how bones are rotated, translated, and scaled to match the path.
*
* See [rotate mix](http://esotericsoftware.com/spine-path-constraints#Rotate-Mix) in the Spine User Guide. */
export enum RotateMode { Tangent, Chain, ChainScale }