/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ module spine { /** Stores the setup pose for a {@link Bone}. */ export class BoneData { /** The index of the bone in {@link Skeleton#getBones()}. */ index: number; /** The name of the bone, which is unique across all bones in the skeleton. */ name: string; /** @returns May be null. */ parent: BoneData; /** The bone's length. */ length: number; /** The local x translation. */ x = 0; /** The local y translation. */ y = 0; /** The local rotation. */ rotation = 0; /** The local scaleX. */ scaleX = 1; /** The local scaleY. */ scaleY = 1; /** The local shearX. */ shearX = 0; /** The local shearX. */ shearY = 0; /** The transform mode for how parent world transforms affect this bone. */ transformMode = TransformMode.Normal; /** When true, {@link Skeleton#updateWorldTransform()} only updates this bone if the {@link Skeleton#skin} contains this * bone. * @see Skin#bones */ skinRequired = false; /** The color of the bone as it was in Spine. Available only when nonessential data was exported. Bones are not usually * rendered at runtime. */ color = new Color(); constructor (index: number, name: string, parent: BoneData) { if (index < 0) throw new Error("index must be >= 0."); if (name == null) throw new Error("name cannot be null."); this.index = index; this.name = name; this.parent = parent; } } /** Determines how a bone inherits world transforms from parent bones. */ export enum TransformMode { Normal, OnlyTranslation, NoRotationOrReflection, NoScale, NoScaleOrReflection } }