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