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@esotericsoftware/spine-core

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/****************************************************************************** * 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 { BoundingBoxAttachment } from "./attachments/BoundingBoxAttachment.js"; import { Skeleton } from "./Skeleton.js"; import { NumberArrayLike } from "./Utils.js"; /** Collects each visible {@link BoundingBoxAttachment} and computes the world vertices for its polygon. The polygon vertices are * provided along with convenience methods for doing hit detection. */ export declare class SkeletonBounds { /** The left edge of the axis aligned bounding box. */ minX: number; /** The bottom edge of the axis aligned bounding box. */ minY: number; /** The right edge of the axis aligned bounding box. */ maxX: number; /** The top edge of the axis aligned bounding box. */ maxY: number; /** The visible bounding boxes. */ boundingBoxes: BoundingBoxAttachment[]; /** The world vertices for the bounding box polygons. */ polygons: NumberArrayLike[]; private polygonPool; /** Clears any previous polygons, finds all visible bounding box attachments, and computes the world vertices for each bounding * box's polygon. * @param updateAabb If true, the axis aligned bounding box containing all the polygons is computed. If false, the * SkeletonBounds AABB methods will always return true. */ update(skeleton: Skeleton, updateAabb: boolean): void; aabbCompute(): void; /** Returns true if the axis aligned bounding box contains the point. */ aabbContainsPoint(x: number, y: number): boolean; /** Returns true if the axis aligned bounding box intersects the line segment. */ aabbIntersectsSegment(x1: number, y1: number, x2: number, y2: number): boolean; /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */ aabbIntersectsSkeleton(bounds: SkeletonBounds): boolean; /** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more * efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */ containsPoint(x: number, y: number): BoundingBoxAttachment | null; /** Returns true if the polygon contains the point. */ containsPointPolygon(polygon: NumberArrayLike, x: number, y: number): boolean; /** Returns the first bounding box attachment that contains any part of the line segment, or null. When doing many checks, it * is usually more efficient to only call this method if {@link #aabbIntersectsSegment()} returns * true. */ intersectsSegment(x1: number, y1: number, x2: number, y2: number): BoundingBoxAttachment | null; /** Returns true if the polygon contains any part of the line segment. */ intersectsSegmentPolygon(polygon: NumberArrayLike, x1: number, y1: number, x2: number, y2: number): boolean; /** Returns the polygon for the specified bounding box, or null. */ getPolygon(boundingBox: BoundingBoxAttachment): NumberArrayLike | null; /** The width of the axis aligned bounding box. */ getWidth(): number; /** The height of the axis aligned bounding box. */ getHeight(): number; }