/
Skeleton.ts
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/
Skeleton.ts
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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.
*****************************************************************************/
import { Attachment } from "./attachments/Attachment.js";
import { ClippingAttachment } from "./attachments/ClippingAttachment.js";
import { MeshAttachment } from "./attachments/MeshAttachment.js";
import { PathAttachment } from "./attachments/PathAttachment.js";
import { RegionAttachment } from "./attachments/RegionAttachment.js";
import { Bone } from "./Bone.js";
import { IkConstraint } from "./IkConstraint.js";
import { PathConstraint } from "./PathConstraint.js";
import { PhysicsConstraint } from "./PhysicsConstraint.js";
import { SkeletonClipping } from "./SkeletonClipping.js";
import { SkeletonData } from "./SkeletonData.js";
import { Skin } from "./Skin.js";
import { Slot } from "./Slot.js";
import { TransformConstraint } from "./TransformConstraint.js";
import { Updatable } from "./Updatable.js";
import { Color, Utils, MathUtils, Vector2, NumberArrayLike } from "./Utils.js";
/** Stores the current pose for a skeleton.
*
* See [Instance objects](http://esotericsoftware.com/spine-runtime-architecture#Instance-objects) in the Spine Runtimes Guide. */
export class Skeleton {
private static quadTriangles = [0, 1, 2, 2, 3, 0];
static yDown = false;
/** The skeleton's setup pose data. */
data: SkeletonData;
/** The skeleton's bones, sorted parent first. The root bone is always the first bone. */
bones: Array<Bone>;
/** The skeleton's slots in the setup pose draw order. */
slots: Array<Slot>;
/** The skeleton's slots in the order they should be drawn. The returned array may be modified to change the draw order. */
drawOrder: Array<Slot>;
/** The skeleton's IK constraints. */
ikConstraints: Array<IkConstraint>;
/** The skeleton's transform constraints. */
transformConstraints: Array<TransformConstraint>;
/** The skeleton's path constraints. */
pathConstraints: Array<PathConstraint>;
/** The skeleton's physics constraints. */
physicsConstraints: Array<PhysicsConstraint>;
/** The list of bones and constraints, sorted in the order they should be updated, as computed by {@link #updateCache()}. */
_updateCache = new Array<Updatable>();
/** The skeleton's current skin. May be null. */
skin: Skin | null = null;
/** The color to tint all the skeleton's attachments. */
color: Color;
/** Scales the entire skeleton on the X axis. This affects all bones, even if the bone's transform mode disallows scale
* inheritance. */
scaleX = 1;
/** Scales the entire skeleton on the Y axis. This affects all bones, even if the bone's transform mode disallows scale
* inheritance. */
private _scaleY = 1;
public get scaleY () {
return Skeleton.yDown ? -this._scaleY : this._scaleY;
}
public set scaleY (scaleY: number) {
this._scaleY = scaleY;
}
/** Sets the skeleton X position, which is added to the root bone worldX position. */
x = 0;
/** Sets the skeleton Y position, which is added to the root bone worldY position. */
y = 0;
/** Returns the skeleton's time. This is used for time-based manipulations, such as {@link PhysicsConstraint}.
* <p>
* See {@link #update(float)}. */
time = 0;
constructor (data: SkeletonData) {
if (!data) throw new Error("data cannot be null.");
this.data = data;
this.bones = new Array<Bone>();
for (let i = 0; i < data.bones.length; i++) {
let boneData = data.bones[i];
let bone: Bone;
if (!boneData.parent)
bone = new Bone(boneData, this, null);
else {
let parent = this.bones[boneData.parent.index];
bone = new Bone(boneData, this, parent);
parent.children.push(bone);
}
this.bones.push(bone);
}
this.slots = new Array<Slot>();
this.drawOrder = new Array<Slot>();
for (let i = 0; i < data.slots.length; i++) {
let slotData = data.slots[i];
let bone = this.bones[slotData.boneData.index];
let slot = new Slot(slotData, bone);
this.slots.push(slot);
this.drawOrder.push(slot);
}
this.ikConstraints = new Array<IkConstraint>();
for (let i = 0; i < data.ikConstraints.length; i++) {
let ikConstraintData = data.ikConstraints[i];
this.ikConstraints.push(new IkConstraint(ikConstraintData, this));
}
this.transformConstraints = new Array<TransformConstraint>();
for (let i = 0; i < data.transformConstraints.length; i++) {
let transformConstraintData = data.transformConstraints[i];
this.transformConstraints.push(new TransformConstraint(transformConstraintData, this));
}
this.pathConstraints = new Array<PathConstraint>();
for (let i = 0; i < data.pathConstraints.length; i++) {
let pathConstraintData = data.pathConstraints[i];
this.pathConstraints.push(new PathConstraint(pathConstraintData, this));
}
this.physicsConstraints = new Array<PhysicsConstraint>();
for (let i = 0; i < data.physicsConstraints.length; i++) {
let physicsConstraintData = data.physicsConstraints[i];
this.physicsConstraints.push(new PhysicsConstraint(physicsConstraintData, this));
}
this.color = new Color(1, 1, 1, 1);
this.updateCache();
}
/** Caches information about bones and constraints. Must be called if the {@link #getSkin()} is modified or if bones,
* constraints, or weighted path attachments are added or removed. */
updateCache () {
let updateCache = this._updateCache;
updateCache.length = 0;
let bones = this.bones;
for (let i = 0, n = bones.length; i < n; i++) {
let bone = bones[i];
bone.sorted = bone.data.skinRequired;
bone.active = !bone.sorted;
}
if (this.skin) {
let skinBones = this.skin.bones;
for (let i = 0, n = this.skin.bones.length; i < n; i++) {
let bone: Bone | null = this.bones[skinBones[i].index];
do {
bone.sorted = false;
bone.active = true;
bone = bone.parent;
} while (bone);
}
}
// IK first, lowest hierarchy depth first.
let ikConstraints = this.ikConstraints;
let transformConstraints = this.transformConstraints;
let pathConstraints = this.pathConstraints;
let physicsConstraints = this.physicsConstraints;
let ikCount = ikConstraints.length, transformCount = transformConstraints.length, pathCount = pathConstraints.length, physicsCount = this.physicsConstraints.length;
let constraintCount = ikCount + transformCount + pathCount + physicsCount;
outer:
for (let i = 0; i < constraintCount; i++) {
for (let ii = 0; ii < ikCount; ii++) {
let constraint = ikConstraints[ii];
if (constraint.data.order == i) {
this.sortIkConstraint(constraint);
continue outer;
}
}
for (let ii = 0; ii < transformCount; ii++) {
let constraint = transformConstraints[ii];
if (constraint.data.order == i) {
this.sortTransformConstraint(constraint);
continue outer;
}
}
for (let ii = 0; ii < pathCount; ii++) {
let constraint = pathConstraints[ii];
if (constraint.data.order == i) {
this.sortPathConstraint(constraint);
continue outer;
}
}
for (let ii = 0; ii < physicsCount; ii++) {
const constraint = physicsConstraints[ii];
if (constraint.data.order == i) {
this.sortPhysicsConstraint(constraint);
continue outer;
}
}
}
for (let i = 0, n = bones.length; i < n; i++)
this.sortBone(bones[i]);
}
sortIkConstraint (constraint: IkConstraint) {
constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || (this.skin && Utils.contains(this.skin.constraints, constraint.data, true)))!;
if (!constraint.active) return;
let target = constraint.target;
this.sortBone(target);
let constrained = constraint.bones;
let parent = constrained[0];
this.sortBone(parent);
if (constrained.length == 1) {
this._updateCache.push(constraint);
this.sortReset(parent.children);
} else {
let child = constrained[constrained.length - 1];
this.sortBone(child);
this._updateCache.push(constraint);
this.sortReset(parent.children);
child.sorted = true;
}
}
sortPathConstraint (constraint: PathConstraint) {
constraint.active = constraint.target.bone.isActive() && (!constraint.data.skinRequired || (this.skin && Utils.contains(this.skin.constraints, constraint.data, true)))!;
if (!constraint.active) return;
let slot = constraint.target;
let slotIndex = slot.data.index;
let slotBone = slot.bone;
if (this.skin) this.sortPathConstraintAttachment(this.skin, slotIndex, slotBone);
if (this.data.defaultSkin && this.data.defaultSkin != this.skin)
this.sortPathConstraintAttachment(this.data.defaultSkin, slotIndex, slotBone);
for (let i = 0, n = this.data.skins.length; i < n; i++)
this.sortPathConstraintAttachment(this.data.skins[i], slotIndex, slotBone);
let attachment = slot.getAttachment();
if (attachment instanceof PathAttachment) this.sortPathConstraintAttachmentWith(attachment, slotBone);
let constrained = constraint.bones;
let boneCount = constrained.length;
for (let i = 0; i < boneCount; i++)
this.sortBone(constrained[i]);
this._updateCache.push(constraint);
for (let i = 0; i < boneCount; i++)
this.sortReset(constrained[i].children);
for (let i = 0; i < boneCount; i++)
constrained[i].sorted = true;
}
sortTransformConstraint (constraint: TransformConstraint) {
constraint.active = constraint.target.isActive() && (!constraint.data.skinRequired || (this.skin && Utils.contains(this.skin.constraints, constraint.data, true)))!;
if (!constraint.active) return;
this.sortBone(constraint.target);
let constrained = constraint.bones;
let boneCount = constrained.length;
if (constraint.data.local) {
for (let i = 0; i < boneCount; i++) {
let child = constrained[i];
this.sortBone(child.parent!);
this.sortBone(child);
}
} else {
for (let i = 0; i < boneCount; i++) {
this.sortBone(constrained[i]);
}
}
this._updateCache.push(constraint);
for (let i = 0; i < boneCount; i++)
this.sortReset(constrained[i].children);
for (let i = 0; i < boneCount; i++)
constrained[i].sorted = true;
}
sortPathConstraintAttachment (skin: Skin, slotIndex: number, slotBone: Bone) {
let attachments = skin.attachments[slotIndex];
if (!attachments) return;
for (let key in attachments) {
this.sortPathConstraintAttachmentWith(attachments[key], slotBone);
}
}
sortPathConstraintAttachmentWith (attachment: Attachment, slotBone: Bone) {
if (!(attachment instanceof PathAttachment)) return;
let pathBones = (<PathAttachment>attachment).bones;
if (!pathBones)
this.sortBone(slotBone);
else {
let bones = this.bones;
for (let i = 0, n = pathBones.length; i < n;) {
let nn = pathBones[i++];
nn += i;
while (i < nn)
this.sortBone(bones[pathBones[i++]]);
}
}
}
sortPhysicsConstraint (constraint: PhysicsConstraint) {
const bone = constraint.bone;
constraint.active = bone.active && (!constraint.data.skinRequired || (this.skin != null && Utils.contains(this.skin.constraints, constraint.data, true)));
if (!constraint.active) return;
this.sortBone(bone);
this._updateCache.push(constraint);
this.sortReset(bone.children);
bone.sorted = true;
}
sortBone (bone: Bone) {
if (!bone) return;
if (bone.sorted) return;
let parent = bone.parent;
if (parent) this.sortBone(parent);
bone.sorted = true;
this._updateCache.push(bone);
}
sortReset (bones: Array<Bone>) {
for (let i = 0, n = bones.length; i < n; i++) {
let bone = bones[i];
if (!bone.active) continue;
if (bone.sorted) this.sortReset(bone.children);
bone.sorted = false;
}
}
/** Updates the world transform for each bone and applies all constraints.
*
* See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
* Runtimes Guide. */
updateWorldTransform (physics: Physics) {
if (!physics) throw new Error("physics is undefined");
let bones = this.bones;
for (let i = 0, n = bones.length; i < n; i++) {
let bone = bones[i];
bone.ax = bone.x;
bone.ay = bone.y;
bone.arotation = bone.rotation;
bone.ascaleX = bone.scaleX;
bone.ascaleY = bone.scaleY;
bone.ashearX = bone.shearX;
bone.ashearY = bone.shearY;
}
let updateCache = this._updateCache;
for (let i = 0, n = updateCache.length; i < n; i++)
updateCache[i].update(physics);
}
updateWorldTransformWith (physics: Physics, parent: Bone) {
// Apply the parent bone transform to the root bone. The root bone always inherits scale, rotation and reflection.
let rootBone = this.getRootBone();
if (!rootBone) throw new Error("Root bone must not be null.");
let pa = parent.a, pb = parent.b, pc = parent.c, pd = parent.d;
rootBone.worldX = pa * this.x + pb * this.y + parent.worldX;
rootBone.worldY = pc * this.x + pd * this.y + parent.worldY;
const rx = (rootBone.rotation + rootBone.shearX) * MathUtils.degRad;
const ry = (rootBone.rotation + 90 + rootBone.shearY) * MathUtils.degRad;
const la = Math.cos(rx) * rootBone.scaleX;
const lb = Math.cos(ry) * rootBone.scaleY;
const lc = Math.sin(rx) * rootBone.scaleX;
const ld = Math.sin(ry) * rootBone.scaleY;
rootBone.a = (pa * la + pb * lc) * this.scaleX;
rootBone.b = (pa * lb + pb * ld) * this.scaleX;
rootBone.c = (pc * la + pd * lc) * this.scaleY;
rootBone.d = (pc * lb + pd * ld) * this.scaleY;
// Update everything except root bone.
let updateCache = this._updateCache;
for (let i = 0, n = updateCache.length; i < n; i++) {
let updatable = updateCache[i];
if (updatable != rootBone) updatable.update(physics);
}
}
/** Sets the bones, constraints, and slots to their setup pose values. */
setToSetupPose () {
this.setBonesToSetupPose();
this.setSlotsToSetupPose();
}
/** Sets the bones and constraints to their setup pose values. */
setBonesToSetupPose () {
for (const bone of this.bones) bone.setToSetupPose();
for (const constraint of this.ikConstraints) constraint.setToSetupPose();
for (const constraint of this.transformConstraints) constraint.setToSetupPose();
for (const constraint of this.pathConstraints) constraint.setToSetupPose();
for (const constraint of this.physicsConstraints) constraint.setToSetupPose();
}
/** Sets the slots and draw order to their setup pose values. */
setSlotsToSetupPose () {
let slots = this.slots;
Utils.arrayCopy(slots, 0, this.drawOrder, 0, slots.length);
for (let i = 0, n = slots.length; i < n; i++)
slots[i].setToSetupPose();
}
/** @returns May return null. */
getRootBone () {
if (this.bones.length == 0) return null;
return this.bones[0];
}
/** @returns May be null. */
findBone (boneName: string) {
if (!boneName) throw new Error("boneName cannot be null.");
let bones = this.bones;
for (let i = 0, n = bones.length; i < n; i++) {
let bone = bones[i];
if (bone.data.name == boneName) return bone;
}
return null;
}
/** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it
* repeatedly.
* @returns May be null. */
findSlot (slotName: string) {
if (!slotName) throw new Error("slotName cannot be null.");
let slots = this.slots;
for (let i = 0, n = slots.length; i < n; i++) {
let slot = slots[i];
if (slot.data.name == slotName) return slot;
}
return null;
}
/** Sets a skin by name.
*
* See {@link #setSkin()}. */
setSkinByName (skinName: string) {
let skin = this.data.findSkin(skinName);
if (!skin) throw new Error("Skin not found: " + skinName);
this.setSkin(skin);
}
/** Sets the skin used to look up attachments before looking in the {@link SkeletonData#defaultSkin default skin}. If the
* skin is changed, {@link #updateCache()} is called.
*
* Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no
* old skin, each slot's setup mode attachment is attached from the new skin.
*
* After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling
* {@link #setSlotsToSetupPose()}. Also, often {@link AnimationState#apply()} is called before the next time the
* skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.
* @param newSkin May be null. */
setSkin (newSkin: Skin) {
if (newSkin == this.skin) return;
if (newSkin) {
if (this.skin)
newSkin.attachAll(this, this.skin);
else {
let slots = this.slots;
for (let i = 0, n = slots.length; i < n; i++) {
let slot = slots[i];
let name = slot.data.attachmentName;
if (name) {
let attachment = newSkin.getAttachment(i, name);
if (attachment) slot.setAttachment(attachment);
}
}
}
}
this.skin = newSkin;
this.updateCache();
}
/** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot name and attachment
* name.
*
* See {@link #getAttachment()}.
* @returns May be null. */
getAttachmentByName (slotName: string, attachmentName: string): Attachment | null {
let slot = this.data.findSlot(slotName);
if (!slot) throw new Error(`Can't find slot with name ${slotName}`);
return this.getAttachment(slot.index, attachmentName);
}
/** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot index and
* attachment name. First the skin is checked and if the attachment was not found, the default skin is checked.
*
* See [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide.
* @returns May be null. */
getAttachment (slotIndex: number, attachmentName: string): Attachment | null {
if (!attachmentName) throw new Error("attachmentName cannot be null.");
if (this.skin) {
let attachment = this.skin.getAttachment(slotIndex, attachmentName);
if (attachment) return attachment;
}
if (this.data.defaultSkin) return this.data.defaultSkin.getAttachment(slotIndex, attachmentName);
return null;
}
/** A convenience method to set an attachment by finding the slot with {@link #findSlot()}, finding the attachment with
* {@link #getAttachment()}, then setting the slot's {@link Slot#attachment}.
* @param attachmentName May be null to clear the slot's attachment. */
setAttachment (slotName: string, attachmentName: string) {
if (!slotName) throw new Error("slotName cannot be null.");
let slots = this.slots;
for (let i = 0, n = slots.length; i < n; i++) {
let slot = slots[i];
if (slot.data.name == slotName) {
let attachment: Attachment | null = null;
if (attachmentName) {
attachment = this.getAttachment(i, attachmentName);
if (!attachment) throw new Error("Attachment not found: " + attachmentName + ", for slot: " + slotName);
}
slot.setAttachment(attachment);
return;
}
}
throw new Error("Slot not found: " + slotName);
}
/** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method
* than to call it repeatedly.
* @return May be null. */
findIkConstraint (constraintName: string) {
if (!constraintName) throw new Error("constraintName cannot be null.");
return this.ikConstraints.find((constraint) => constraint.data.name == constraintName) ?? null;
}
/** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of
* this method than to call it repeatedly.
* @return May be null. */
findTransformConstraint (constraintName: string) {
if (!constraintName) throw new Error("constraintName cannot be null.");
return this.transformConstraints.find((constraint) => constraint.data.name == constraintName) ?? null;
}
/** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method
* than to call it repeatedly.
* @return May be null. */
findPathConstraint (constraintName: string) {
if (!constraintName) throw new Error("constraintName cannot be null.");
return this.pathConstraints.find((constraint) => constraint.data.name == constraintName) ?? null;
}
/** Finds a physics constraint by comparing each physics constraint's name. It is more efficient to cache the results of this
* method than to call it repeatedly. */
findPhysicsConstraint (constraintName: string) {
if (constraintName == null) throw new Error("constraintName cannot be null.");
return this.physicsConstraints.find((constraint) => constraint.data.name == constraintName) ?? null;
}
/** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose as `{ x: number, y: number, width: number, height: number }`.
* Note that this method will create temporary objects which can add to garbage collection pressure. Use `getBounds()` if garbage collection is a concern. */
getBoundsRect () {
let offset = new Vector2();
let size = new Vector2();
this.getBounds(offset, size);
return { x: offset.x, y: offset.y, width: size.x, height: size.y };
}
/** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
* @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB.
* @param size An output value, the width and height of the AABB.
* @param temp Working memory to temporarily store attachments' computed world vertices.
* @param clipper {@link SkeletonClipping} to use. If <code>null</code>, no clipping is applied. */
getBounds (offset: Vector2, size: Vector2, temp: Array<number> = new Array<number>(2), clipper: SkeletonClipping | null = null) {
if (!offset) throw new Error("offset cannot be null.");
if (!size) throw new Error("size cannot be null.");
let drawOrder = this.drawOrder;
let minX = Number.POSITIVE_INFINITY, minY = Number.POSITIVE_INFINITY, maxX = Number.NEGATIVE_INFINITY, maxY = Number.NEGATIVE_INFINITY;
for (let i = 0, n = drawOrder.length; i < n; i++) {
let slot = drawOrder[i];
if (!slot.bone.active) continue;
let verticesLength = 0;
let vertices: NumberArrayLike | null = null;
let triangles: NumberArrayLike | null = null;
let attachment = slot.getAttachment();
if (attachment instanceof RegionAttachment) {
verticesLength = 8;
vertices = Utils.setArraySize(temp, verticesLength, 0);
attachment.computeWorldVertices(slot, vertices, 0, 2);
triangles = Skeleton.quadTriangles;
} else if (attachment instanceof MeshAttachment) {
let mesh = (<MeshAttachment>attachment);
verticesLength = mesh.worldVerticesLength;
vertices = Utils.setArraySize(temp, verticesLength, 0);
mesh.computeWorldVertices(slot, 0, verticesLength, vertices, 0, 2);
triangles = mesh.triangles;
} else if (attachment instanceof ClippingAttachment && clipper != null) {
clipper.clipStart(slot, attachment);
continue;
}
if (vertices && triangles) {
if (clipper != null && clipper.isClipping()) {
clipper.clipTriangles(vertices, verticesLength, triangles, triangles.length);
vertices = clipper.clippedVertices;
verticesLength = clipper.clippedVertices.length;
}
for (let ii = 0, nn = vertices.length; ii < nn; ii += 2) {
let x = vertices[ii], y = vertices[ii + 1];
minX = Math.min(minX, x);
minY = Math.min(minY, y);
maxX = Math.max(maxX, x);
maxY = Math.max(maxY, y);
}
}
if (clipper != null) clipper.clipEndWithSlot(slot);
}
if (clipper != null) clipper.clipEnd();
offset.set(minX, minY);
size.set(maxX - minX, maxY - minY);
}
/** Increments the skeleton's {@link #time}. */
update (delta: number) {
this.time += delta;
}
physicsTranslate (x: number, y: number) {
const physicsConstraints = this.physicsConstraints;
for (let i = 0, n = physicsConstraints.length; i < n; i++)
physicsConstraints[i].translate(x, y);
}
/** Calls {@link PhysicsConstraint#rotate(float, float, float)} for each physics constraint. */
physicsRotate (x: number, y: number, degrees: number) {
const physicsConstraints = this.physicsConstraints;
for (let i = 0, n = physicsConstraints.length; i < n; i++)
physicsConstraints[i].rotate(x, y, degrees);
}
}
/** Determines how physics and other non-deterministic updates are applied. */
export enum Physics {
/** Physics are not updated or applied. */
none,
/** Physics are reset to the current pose. */
reset,
/** Physics are updated and the pose from physics is applied. */
update,
/** Physics are not updated but the pose from physics is applied. */
pose
}