UNPKG

@esotericsoftware/spine-core

Version:
70 lines (69 loc) 4 kB
/****************************************************************************** * 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 { Skeleton } from "./Skeleton.js"; import { SlotData } from "./SlotData.js"; import { Color } from "./Utils.js"; /** Stores a slot's current pose. Slots organize attachments for {@link Skeleton#drawOrder} purposes and provide a place to store * state for an attachment. State cannot be stored in an attachment itself because attachments are stateless and may be shared * across multiple skeletons. */ export declare class Slot { /** The slot's setup pose data. */ data: SlotData; /** The bone this slot belongs to. */ bone: Bone; /** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two * color tinting. */ color: Color; /** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark * color's alpha is not used. */ darkColor: Color | null; attachment: Attachment | null; attachmentState: number; /** The index of the texture region to display when the slot's attachment has a {@link Sequence}. -1 represents the * {@link Sequence#getSetupIndex()}. */ sequenceIndex: number; /** Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a * weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions. * * See {@link VertexAttachment#computeWorldVertices()} and {@link DeformTimeline}. */ deform: number[]; constructor(data: SlotData, bone: Bone); /** The skeleton this slot belongs to. */ getSkeleton(): Skeleton; /** The current attachment for the slot, or null if the slot has no attachment. */ getAttachment(): Attachment | null; /** Sets the slot's attachment and, if the attachment changed, resets {@link #sequenceIndex} and clears the {@link #deform}. * The deform is not cleared if the old attachment has the same {@link VertexAttachment#getTimelineAttachment()} as the * specified attachment. */ setAttachment(attachment: Attachment | null): void; /** Sets this slot to the setup pose. */ setToSetupPose(): void; }