@:value(0.0001)staticSLEEP_THRESHOLD:Float = 0.0001
new()
@:value(false)additive:Bool = false
@:value(1)damping:Float = 1
@:value(new Vector(0.0, 0.0, 0.0))globalForce:Vector = new Vector(0.0, 0.0, 0.0)
@:value(1)resistance:Float = 1
@:value(0)slackness:Float = 0
@:value(1)stiffness:Float = 1
bindIndex:Int
defMat:Matrix
follow:Joint
index:Int
name:String
offsetRay:Float
offsets:Bounds
parent:Joint
retargetAnim:Bool
When animated, we will use the default bind pose translation instead of the animated translation, enabling retargeting on a skeleton with different proportions
splitIndex:Int
subs:Array<Joint>
transPos:Matrix