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