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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 { 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; }