spine-runtimes/spine-ts/spine-core/src/TransformConstraintData.ts
2022-04-07 21:24:48 +02:00

81 lines
3.0 KiB
TypeScript

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2021, 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 { ConstraintData } from "./ConstraintData";
import { BoneData } from "./BoneData";
/** Stores the setup pose for a {@link TransformConstraint}.
*
* See [Transform constraints](http://esotericsoftware.com/spine-transform-constraints) in the Spine User Guide. */
export class TransformConstraintData extends ConstraintData {
/** The bones that will be modified by this transform constraint. */
bones = new Array<BoneData>();
/** The target bone whose world transform will be copied to the constrained bones. */
private _target: BoneData | null = null;
public set target (boneData: BoneData) { this._target = boneData; }
public get target () {
if (!this._target) throw new Error("BoneData not set.")
else return this._target;
}
mixRotate = 0;
mixX = 0;
mixY = 0;
mixScaleX = 0;
mixScaleY = 0;
mixShearY = 0;
/** An offset added to the constrained bone rotation. */
offsetRotation = 0;
/** An offset added to the constrained bone X translation. */
offsetX = 0;
/** An offset added to the constrained bone Y translation. */
offsetY = 0;
/** An offset added to the constrained bone scaleX. */
offsetScaleX = 0;
/** An offset added to the constrained bone scaleY. */
offsetScaleY = 0;
/** An offset added to the constrained bone shearY. */
offsetShearY = 0;
relative = false;
local = false;
constructor (name: string) {
super(name, 0, false);
}
}