@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,
* 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 { TextureRegion } from "../Texture.js";
import { Color, NumberArrayLike } from "../Utils.js";
import { Attachment } from "./Attachment.js";
import { HasTextureRegion } from "./HasTextureRegion.js";
import { Sequence } from "./Sequence.js";
import { Slot } from "../Slot.js";
/** An attachment that displays a textured quadrilateral.
*
* See [Region attachments](http://esotericsoftware.com/spine-regions) in the Spine User Guide. */
export declare class RegionAttachment extends Attachment implements HasTextureRegion {
/** The local x translation. */
x: number;
/** The local y translation. */
y: number;
/** The local scaleX. */
scaleX: number;
/** The local scaleY. */
scaleY: number;
/** The local rotation. */
rotation: number;
/** The width of the region attachment in Spine. */
width: number;
/** The height of the region attachment in Spine. */
height: number;
/** The color to tint the region attachment. */
color: Color;
/** The name of the texture region for this attachment. */
path: string;
region: TextureRegion | null;
sequence: Sequence | null;
/** For each of the 4 vertices, a pair of <code>x,y</code> values that is the local position of the vertex.
*
* See {@link #updateOffset()}. */
offset: NumberArrayLike;
uvs: NumberArrayLike;
tempColor: Color;
constructor(name: string, path: string);
/** Calculates the {@link #offset} using the region settings. Must be called after changing region settings. */
updateRegion(): void;
/** Transforms the attachment's four vertices to world coordinates. If the attachment has a {@link #sequence}, the region may
* be changed.
* <p>
* See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
* Runtimes Guide.
* @param worldVertices The output world vertices. Must have a length >= <code>offset</code> + 8.
* @param offset The <code>worldVertices</code> index to begin writing values.
* @param stride The number of <code>worldVertices</code> entries between the value pairs written. */
computeWorldVertices(slot: Slot, worldVertices: NumberArrayLike, offset: number, stride: number): void;
copy(): Attachment;
static X1: number;
static Y1: number;
static C1R: number;
static C1G: number;
static C1B: number;
static C1A: number;
static U1: number;
static V1: number;
static X2: number;
static Y2: number;
static C2R: number;
static C2G: number;
static C2B: number;
static C2A: number;
static U2: number;
static V2: number;
static X3: number;
static Y3: number;
static C3R: number;
static C3G: number;
static C3B: number;
static C3A: number;
static U3: number;
static V3: number;
static X4: number;
static Y4: number;
static C4R: number;
static C4G: number;
static C4B: number;
static C4A: number;
static U4: number;
static V4: number;
}