@esotericsoftware/spine-core
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The official Spine Runtimes for the web.
70 lines (69 loc) • 4 kB
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 { 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;
}