@esotericsoftware/spine-core
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The official Spine Runtimes for the web.
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TypeScript
/******************************************************************************
* 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
* 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 { 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, Vector2 } 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 declare class Skeleton {
private static quadTriangles;
static yDown: boolean;
/** 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: Updatable[];
/** The skeleton's current skin. May be null. */
skin: Skin | 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: number;
/** Scales the entire skeleton on the Y axis. This affects all bones, even if the bone's transform mode disallows scale
* inheritance. */
private _scaleY;
get scaleY(): number;
set scaleY(scaleY: number);
/** Sets the skeleton X position, which is added to the root bone worldX position. */
x: number;
/** Sets the skeleton Y position, which is added to the root bone worldY position. */
y: number;
/** Returns the skeleton's time. This is used for time-based manipulations, such as {@link PhysicsConstraint}.
* <p>
* See {@link #update(float)}. */
time: number;
constructor(data: SkeletonData);
/** 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(): void;
sortIkConstraint(constraint: IkConstraint): void;
sortPathConstraint(constraint: PathConstraint): void;
sortTransformConstraint(constraint: TransformConstraint): void;
sortPathConstraintAttachment(skin: Skin, slotIndex: number, slotBone: Bone): void;
sortPathConstraintAttachmentWith(attachment: Attachment, slotBone: Bone): void;
sortPhysicsConstraint(constraint: PhysicsConstraint): void;
sortBone(bone: Bone): void;
sortReset(bones: Array<Bone>): void;
/** 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): void;
updateWorldTransformWith(physics: Physics, parent: Bone): void;
/** Sets the bones, constraints, and slots to their setup pose values. */
setToSetupPose(): void;
/** Sets the bones and constraints to their setup pose values. */
setBonesToSetupPose(): void;
/** Sets the slots and draw order to their setup pose values. */
setSlotsToSetupPose(): void;
/** @returns May return null. */
getRootBone(): Bone | null;
/** @returns May be null. */
findBone(boneName: string): Bone | 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): Slot | null;
/** Sets a skin by name.
*
* See {@link #setSkin()}. */
setSkinByName(skinName: string): void;
/** 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): void;
/** 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;
/** 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;
/** 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): void;
/** 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): IkConstraint | 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): TransformConstraint | 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): PathConstraint | 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): PhysicsConstraint | 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(clipper?: SkeletonClipping): {
x: number;
y: number;
width: number;
height: number;
};
/** 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>, clipper?: SkeletonClipping | null): void;
/** Increments the skeleton's {@link #time}. */
update(delta: number): void;
physicsTranslate(x: number, y: number): void;
/** Calls {@link PhysicsConstraint#rotate(float, float, float)} for each physics constraint. */
physicsRotate(x: number, y: number, degrees: number): void;
}
/** Determines how physics and other non-deterministic updates are applied. */
export declare enum Physics {
/** Physics are not updated or applied. */
none = 0,
/** Physics are reset to the current pose. */
reset = 1,
/** Physics are updated and the pose from physics is applied. */
update = 2,
/** Physics are not updated but the pose from physics is applied. */
pose = 3
}