@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,
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
import { Animation } from "./Animation";
import { BoneData } from "./BoneData.js";
import { EventData } from "./EventData.js";
import { IkConstraintData } from "./IkConstraintData.js";
import { PathConstraintData } from "./PathConstraintData.js";
import { PhysicsConstraintData } from "./PhysicsConstraintData.js";
import { Skin } from "./Skin.js";
import { SlotData } from "./SlotData.js";
import { TransformConstraintData } from "./TransformConstraintData.js";
/** Stores the setup pose and all of the stateless data for a skeleton.
*
* See [Data objects](http://esotericsoftware.com/spine-runtime-architecture#Data-objects) in the Spine Runtimes
* Guide. */
export declare class SkeletonData {
/** The skeleton's name, which by default is the name of the skeleton data file, if possible. May be null. */
name: string | null;
/** The skeleton's bones, sorted parent first. The root bone is always the first bone. */
bones: BoneData[];
/** The skeleton's slots in the setup pose draw order. */
slots: SlotData[];
skins: Skin[];
/** The skeleton's default skin. By default this skin contains all attachments that were not in a skin in Spine.
*
* See {@link Skeleton#getAttachmentByName()}.
* May be null. */
defaultSkin: Skin | null;
/** The skeleton's events. */
events: EventData[];
/** The skeleton's animations. */
animations: Animation[];
/** The skeleton's IK constraints. */
ikConstraints: IkConstraintData[];
/** The skeleton's transform constraints. */
transformConstraints: TransformConstraintData[];
/** The skeleton's path constraints. */
pathConstraints: PathConstraintData[];
/** The skeleton's physics constraints. */
physicsConstraints: PhysicsConstraintData[];
/** The X coordinate of the skeleton's axis aligned bounding box in the setup pose. */
x: number;
/** The Y coordinate of the skeleton's axis aligned bounding box in the setup pose. */
y: number;
/** The width of the skeleton's axis aligned bounding box in the setup pose. */
width: number;
/** The height of the skeleton's axis aligned bounding box in the setup pose. */
height: number;
/** Baseline scale factor for applying distance-dependent effects on non-scalable properties, such as angle or scale. Default
* is 100. */
referenceScale: number;
/** The Spine version used to export the skeleton data, or null. */
version: string | null;
/** The skeleton data hash. This value will change if any of the skeleton data has changed. May be null. */
hash: string | null;
/** The dopesheet FPS in Spine. Available only when nonessential data was exported. */
fps: number;
/** The path to the images directory as defined in Spine. Available only when nonessential data was exported. May be null. */
imagesPath: string | null;
/** The path to the audio directory as defined in Spine. Available only when nonessential data was exported. May be null. */
audioPath: string | null;
/** Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it
* multiple times.
* @returns May be null. */
findBone(boneName: string): BoneData | 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
* multiple times.
* @returns May be null. */
findSlot(slotName: string): SlotData | null;
/** Finds a skin by comparing each skin's name. It is more efficient to cache the results of this method than to call it
* multiple times.
* @returns May be null. */
findSkin(skinName: string): Skin | null;
/** Finds an event by comparing each events's name. It is more efficient to cache the results of this method than to call it
* multiple times.
* @returns May be null. */
findEvent(eventDataName: string): EventData | null;
/** Finds an animation by comparing each animation's name. It is more efficient to cache the results of this method than to
* call it multiple times.
* @returns May be null. */
findAnimation(animationName: string): Animation | null;
/** 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 multiple times.
* @return May be null. */
findIkConstraint(constraintName: string): IkConstraintData | 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 multiple times.
* @return May be null. */
findTransformConstraint(constraintName: string): TransformConstraintData | 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 multiple times.
* @return May be null. */
findPathConstraint(constraintName: string): PathConstraintData | 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 multiple times.
* @return May be null. */
findPhysicsConstraint(constraintName: string): PhysicsConstraintData | null;
}