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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 { VertexAttachment, Attachment } from "./attachments/Attachment.js"; import { Skeleton } from "./Skeleton.js"; import { Slot } from "./Slot.js"; import { StringSet, NumberArrayLike } from "./Utils.js"; import { Event } from "./Event.js"; import { HasTextureRegion } from "./attachments/HasTextureRegion.js"; import { SequenceMode } from "./attachments/Sequence.js"; import { PhysicsConstraint } from "./PhysicsConstraint.js"; import { PhysicsConstraintData } from "./PhysicsConstraintData.js"; import { Inherit } from "./BoneData.js"; /** A simple container for a list of timelines and a name. */ export declare class Animation { /** The animation's name, which is unique across all animations in the skeleton. */ name: string; timelines: Array<Timeline>; timelineIds: StringSet; /** The duration of the animation in seconds, which is the highest time of all keys in the timeline. */ duration: number; constructor(name: string, timelines: Array<Timeline>, duration: number); setTimelines(timelines: Array<Timeline>): void; hasTimeline(ids: string[]): boolean; /** Applies all the animation's timelines to the specified skeleton. * * See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixBlend, MixDirection)}. * @param loop If true, the animation repeats after {@link #getDuration()}. * @param events May be null to ignore fired events. */ apply(skeleton: Skeleton, lastTime: number, time: number, loop: boolean, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Controls how a timeline value is mixed with the setup pose value or current pose value when a timeline's `alpha` * < 1. * * See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixBlend, MixDirection)}. */ export declare enum MixBlend { /** Transitions from the setup value to the timeline value (the current value is not used). Before the first key, the setup * value is set. */ setup = 0, /** Transitions from the current value to the timeline value. Before the first key, transitions from the current value to * the setup value. Timelines which perform instant transitions, such as {@link DrawOrderTimeline} or * {@link AttachmentTimeline}, use the setup value before the first key. * * `first` is intended for the first animations applied, not for animations layered on top of those. */ first = 1, /** Transitions from the current value to the timeline value. No change is made before the first key (the current value is * kept until the first key). * * `replace` is intended for animations layered on top of others, not for the first animations applied. */ replace = 2, /** Transitions from the current value to the current value plus the timeline value. No change is made before the first key * (the current value is kept until the first key). * * `add` is intended for animations layered on top of others, not for the first animations applied. Properties * keyed by additive animations must be set manually or by another animation before applying the additive animations, else * the property values will increase continually. */ add = 3 } /** Indicates whether a timeline's `alpha` is mixing out over time toward 0 (the setup or current pose value) or * mixing in toward 1 (the timeline's value). * * See Timeline {@link Timeline#apply(Skeleton, float, float, Array, float, MixBlend, MixDirection)}. */ export declare enum MixDirection { mixIn = 0, mixOut = 1 } /** The interface for all timelines. */ export declare abstract class Timeline { propertyIds: string[]; frames: NumberArrayLike; constructor(frameCount: number, propertyIds: string[]); getPropertyIds(): string[]; getFrameEntries(): number; getFrameCount(): number; getDuration(): number; abstract apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event> | null, alpha: number, blend: MixBlend, direction: MixDirection): void; static search1(frames: NumberArrayLike, time: number): number; static search(frames: NumberArrayLike, time: number, step: number): number; } export interface BoneTimeline { /** The index of the bone in {@link Skeleton#bones} that will be changed. */ boneIndex: number; } export interface SlotTimeline { /** The index of the slot in {@link Skeleton#slots} that will be changed. */ slotIndex: number; } /** The base class for timelines that use interpolation between key frame values. */ export declare abstract class CurveTimeline extends Timeline { protected curves: NumberArrayLike; constructor(frameCount: number, bezierCount: number, propertyIds: string[]); /** Sets the specified key frame to linear interpolation. */ setLinear(frame: number): void; /** Sets the specified key frame to stepped interpolation. */ setStepped(frame: number): void; /** Shrinks the storage for Bezier curves, for use when <code>bezierCount</code> (specified in the constructor) was larger * than the actual number of Bezier curves. */ shrink(bezierCount: number): void; /** Stores the segments for the specified Bezier curve. For timelines that modify multiple values, there may be more than * one curve per frame. * @param bezier The ordinal of this Bezier curve for this timeline, between 0 and <code>bezierCount - 1</code> (specified * in the constructor), inclusive. * @param frame Between 0 and <code>frameCount - 1</code>, inclusive. * @param value The index of the value for this frame that this curve is used for. * @param time1 The time for the first key. * @param value1 The value for the first key. * @param cx1 The time for the first Bezier handle. * @param cy1 The value for the first Bezier handle. * @param cx2 The time of the second Bezier handle. * @param cy2 The value for the second Bezier handle. * @param time2 The time for the second key. * @param value2 The value for the second key. */ setBezier(bezier: number, frame: number, value: number, time1: number, value1: number, cx1: number, cy1: number, cx2: number, cy2: number, time2: number, value2: number): void; /** Returns the Bezier interpolated value for the specified time. * @param frameIndex The index into {@link #getFrames()} for the values of the frame before <code>time</code>. * @param valueOffset The offset from <code>frameIndex</code> to the value this curve is used for. * @param i The index of the Bezier segments. See {@link #getCurveType(int)}. */ getBezierValue(time: number, frameIndex: number, valueOffset: number, i: number): number; } export declare abstract class CurveTimeline1 extends CurveTimeline { constructor(frameCount: number, bezierCount: number, propertyId: string); getFrameEntries(): number; /** Sets the time and value for the specified frame. * @param frame Between 0 and <code>frameCount</code>, inclusive. * @param time The frame time in seconds. */ setFrame(frame: number, time: number, value: number): void; /** Returns the interpolated value for the specified time. */ getCurveValue(time: number): number; getRelativeValue(time: number, alpha: number, blend: MixBlend, current: number, setup: number): number; getAbsoluteValue(time: number, alpha: number, blend: MixBlend, current: number, setup: number): number; getAbsoluteValue2(time: number, alpha: number, blend: MixBlend, current: number, setup: number, value: number): number; getScaleValue(time: number, alpha: number, blend: MixBlend, direction: MixDirection, current: number, setup: number): number; } /** The base class for a {@link CurveTimeline} which sets two properties. */ export declare abstract class CurveTimeline2 extends CurveTimeline { /** @param bezierCount The maximum number of Bezier curves. See {@link #shrink(int)}. * @param propertyIds Unique identifiers for the properties the timeline modifies. */ constructor(frameCount: number, bezierCount: number, propertyId1: string, propertyId2: string); getFrameEntries(): number; /** Sets the time and values for the specified frame. * @param frame Between 0 and <code>frameCount</code>, inclusive. * @param time The frame time in seconds. */ setFrame(frame: number, time: number, value1: number, value2: number): void; } /** Changes a bone's local {@link Bone#rotation}. */ export declare class RotateTimeline extends CurveTimeline1 implements BoneTimeline { boneIndex: number; constructor(frameCount: number, bezierCount: number, boneIndex: number); apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event> | null, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a bone's local {@link Bone#x} and {@link Bone#y}. */ export declare class TranslateTimeline extends CurveTimeline2 implements BoneTimeline { boneIndex: number; constructor(frameCount: number, bezierCount: number, boneIndex: number); apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a bone's local {@link Bone#x}. */ export declare class TranslateXTimeline extends CurveTimeline1 implements BoneTimeline { boneIndex: number; constructor(frameCount: number, bezierCount: number, boneIndex: number); apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a bone's local {@link Bone#x}. */ export declare class TranslateYTimeline extends CurveTimeline1 implements BoneTimeline { boneIndex: number; constructor(frameCount: number, bezierCount: number, boneIndex: number); apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a bone's local {@link Bone#scaleX)} and {@link Bone#scaleY}. */ export declare class ScaleTimeline extends CurveTimeline2 implements BoneTimeline { boneIndex: number; constructor(frameCount: number, bezierCount: number, boneIndex: number); apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a bone's local {@link Bone#scaleX)} and {@link Bone#scaleY}. */ export declare class ScaleXTimeline extends CurveTimeline1 implements BoneTimeline { boneIndex: number; constructor(frameCount: number, bezierCount: number, boneIndex: number); apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a bone's local {@link Bone#scaleX)} and {@link Bone#scaleY}. */ export declare class ScaleYTimeline extends CurveTimeline1 implements BoneTimeline { boneIndex: number; constructor(frameCount: number, bezierCount: number, boneIndex: number); apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a bone's local {@link Bone#shearX} and {@link Bone#shearY}. */ export declare class ShearTimeline extends CurveTimeline2 implements BoneTimeline { boneIndex: number; constructor(frameCount: number, bezierCount: number, boneIndex: number); apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a bone's local {@link Bone#shearX} and {@link Bone#shearY}. */ export declare class ShearXTimeline extends CurveTimeline1 implements BoneTimeline { boneIndex: number; constructor(frameCount: number, bezierCount: number, boneIndex: number); apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a bone's local {@link Bone#shearX} and {@link Bone#shearY}. */ export declare class ShearYTimeline extends CurveTimeline1 implements BoneTimeline { boneIndex: number; constructor(frameCount: number, bezierCount: number, boneIndex: number); apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } export declare class InheritTimeline extends Timeline implements BoneTimeline { boneIndex: number; constructor(frameCount: number, boneIndex: number); getFrameEntries(): number; /** Sets the transform mode for the specified frame. * @param frame Between 0 and <code>frameCount</code>, inclusive. * @param time The frame time in seconds. */ setFrame(frame: number, time: number, inherit: Inherit): void; apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a slot's {@link Slot#color}. */ export declare class RGBATimeline extends CurveTimeline implements SlotTimeline { slotIndex: number; constructor(frameCount: number, bezierCount: number, slotIndex: number); getFrameEntries(): number; /** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */ setFrame(frame: number, time: number, r: number, g: number, b: number, a: number): void; apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a slot's {@link Slot#color}. */ export declare class RGBTimeline extends CurveTimeline implements SlotTimeline { slotIndex: number; constructor(frameCount: number, bezierCount: number, slotIndex: number); getFrameEntries(): number; /** Sets the time in seconds, red, green, blue, and alpha for the specified key frame. */ setFrame(frame: number, time: number, r: number, g: number, b: number): void; apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a bone's local {@link Bone#shearX} and {@link Bone#shearY}. */ export declare class AlphaTimeline extends CurveTimeline1 implements SlotTimeline { slotIndex: number; constructor(frameCount: number, bezierCount: number, slotIndex: number); apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a slot's {@link Slot#color} and {@link Slot#darkColor} for two color tinting. */ export declare class RGBA2Timeline extends CurveTimeline implements SlotTimeline { slotIndex: number; constructor(frameCount: number, bezierCount: number, slotIndex: number); getFrameEntries(): number; /** Sets the time in seconds, light, and dark colors for the specified key frame. */ setFrame(frame: number, time: number, r: number, g: number, b: number, a: number, r2: number, g2: number, b2: number): void; apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a slot's {@link Slot#color} and {@link Slot#darkColor} for two color tinting. */ export declare class RGB2Timeline extends CurveTimeline implements SlotTimeline { slotIndex: number; constructor(frameCount: number, bezierCount: number, slotIndex: number); getFrameEntries(): number; /** Sets the time in seconds, light, and dark colors for the specified key frame. */ setFrame(frame: number, time: number, r: number, g: number, b: number, r2: number, g2: number, b2: number): void; apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a slot's {@link Slot#attachment}. */ export declare class AttachmentTimeline extends Timeline implements SlotTimeline { slotIndex: number; /** The attachment name for each key frame. May contain null values to clear the attachment. */ attachmentNames: Array<string | null>; constructor(frameCount: number, slotIndex: number); getFrameCount(): number; /** Sets the time in seconds and the attachment name for the specified key frame. */ setFrame(frame: number, time: number, attachmentName: string | null): void; apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; setAttachment(skeleton: Skeleton, slot: Slot, attachmentName: string | null): void; } /** Changes a slot's {@link Slot#deform} to deform a {@link VertexAttachment}. */ export declare class DeformTimeline extends CurveTimeline implements SlotTimeline { slotIndex: number; /** The attachment that will be deformed. */ attachment: VertexAttachment; /** The vertices for each key frame. */ vertices: Array<NumberArrayLike>; constructor(frameCount: number, bezierCount: number, slotIndex: number, attachment: VertexAttachment); getFrameCount(): number; /** Sets the time in seconds and the vertices for the specified key frame. * @param vertices Vertex positions for an unweighted VertexAttachment, or deform offsets if it has weights. */ setFrame(frame: number, time: number, vertices: NumberArrayLike): void; /** @param value1 Ignored (0 is used for a deform timeline). * @param value2 Ignored (1 is used for a deform timeline). */ setBezier(bezier: number, frame: number, value: number, time1: number, value1: number, cx1: number, cy1: number, cx2: number, cy2: number, time2: number, value2: number): void; getCurvePercent(time: number, frame: number): number; apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Fires an {@link Event} when specific animation times are reached. */ export declare class EventTimeline extends Timeline { static propertyIds: string[]; /** The event for each key frame. */ events: Array<Event>; constructor(frameCount: number); getFrameCount(): number; /** Sets the time in seconds and the event for the specified key frame. */ setFrame(frame: number, event: Event): void; /** Fires events for frames > `lastTime` and <= `time`. */ apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a skeleton's {@link Skeleton#drawOrder}. */ export declare class DrawOrderTimeline extends Timeline { static propertyIds: string[]; /** The draw order for each key frame. See {@link #setFrame(int, float, int[])}. */ drawOrders: Array<Array<number> | null>; constructor(frameCount: number); getFrameCount(): number; /** Sets the time in seconds and the draw order for the specified key frame. * @param drawOrder For each slot in {@link Skeleton#slots}, the index of the new draw order. May be null to use setup pose * draw order. */ setFrame(frame: number, time: number, drawOrder: Array<number> | null): void; apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes an IK constraint's {@link IkConstraint#mix}, {@link IkConstraint#softness}, * {@link IkConstraint#bendDirection}, {@link IkConstraint#stretch}, and {@link IkConstraint#compress}. */ export declare class IkConstraintTimeline extends CurveTimeline { /** The index of the IK constraint in {@link Skeleton#getIkConstraints()} that will be changed when this timeline is applied */ constraintIndex: number; constructor(frameCount: number, bezierCount: number, ikConstraintIndex: number); getFrameEntries(): number; /** Sets the time in seconds, mix, softness, bend direction, compress, and stretch for the specified key frame. */ setFrame(frame: number, time: number, mix: number, softness: number, bendDirection: number, compress: boolean, stretch: boolean): void; apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a transform constraint's {@link TransformConstraint#rotateMix}, {@link TransformConstraint#translateMix}, * {@link TransformConstraint#scaleMix}, and {@link TransformConstraint#shearMix}. */ export declare class TransformConstraintTimeline extends CurveTimeline { /** The index of the transform constraint slot in {@link Skeleton#transformConstraints} that will be changed. */ constraintIndex: number; constructor(frameCount: number, bezierCount: number, transformConstraintIndex: number); getFrameEntries(): number; /** The time in seconds, rotate mix, translate mix, scale mix, and shear mix for the specified key frame. */ setFrame(frame: number, time: number, mixRotate: number, mixX: number, mixY: number, mixScaleX: number, mixScaleY: number, mixShearY: number): void; apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a path constraint's {@link PathConstraint#position}. */ export declare class PathConstraintPositionTimeline extends CurveTimeline1 { /** The index of the path constraint in {@link Skeleton#getPathConstraints()} that will be changed when this timeline is * applied. */ constraintIndex: number; constructor(frameCount: number, bezierCount: number, pathConstraintIndex: number); apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a path constraint's {@link PathConstraint#spacing}. */ export declare class PathConstraintSpacingTimeline extends CurveTimeline1 { /** The index of the path constraint in {@link Skeleton#getPathConstraints()} that will be changed when this timeline is * applied. */ constraintIndex: number; constructor(frameCount: number, bezierCount: number, pathConstraintIndex: number); apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a transform constraint's {@link PathConstraint#getMixRotate()}, {@link PathConstraint#getMixX()}, and * {@link PathConstraint#getMixY()}. */ export declare class PathConstraintMixTimeline extends CurveTimeline { /** The index of the path constraint in {@link Skeleton#getPathConstraints()} that will be changed when this timeline is * applied. */ constraintIndex: number; constructor(frameCount: number, bezierCount: number, pathConstraintIndex: number); getFrameEntries(): number; setFrame(frame: number, time: number, mixRotate: number, mixX: number, mixY: number): void; apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** The base class for most {@link PhysicsConstraint} timelines. */ export declare abstract class PhysicsConstraintTimeline extends CurveTimeline1 { /** The index of the physics constraint in {@link Skeleton#getPhysicsConstraints()} that will be changed when this timeline * is applied, or -1 if all physics constraints in the skeleton will be changed. */ constraintIndex: number; /** @param physicsConstraintIndex -1 for all physics constraints in the skeleton. */ constructor(frameCount: number, bezierCount: number, physicsConstraintIndex: number, property: number); apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; abstract setup(constraint: PhysicsConstraint): number; abstract get(constraint: PhysicsConstraint): number; abstract set(constraint: PhysicsConstraint, value: number): void; abstract global(constraint: PhysicsConstraintData): boolean; } /** Changes a physics constraint's {@link PhysicsConstraint#getInertia()}. */ export declare class PhysicsConstraintInertiaTimeline extends PhysicsConstraintTimeline { constructor(frameCount: number, bezierCount: number, physicsConstraintIndex: number); setup(constraint: PhysicsConstraint): number; get(constraint: PhysicsConstraint): number; set(constraint: PhysicsConstraint, value: number): void; global(constraint: PhysicsConstraintData): boolean; } /** Changes a physics constraint's {@link PhysicsConstraint#getStrength()}. */ export declare class PhysicsConstraintStrengthTimeline extends PhysicsConstraintTimeline { constructor(frameCount: number, bezierCount: number, physicsConstraintIndex: number); setup(constraint: PhysicsConstraint): number; get(constraint: PhysicsConstraint): number; set(constraint: PhysicsConstraint, value: number): void; global(constraint: PhysicsConstraintData): boolean; } /** Changes a physics constraint's {@link PhysicsConstraint#getDamping()}. */ export declare class PhysicsConstraintDampingTimeline extends PhysicsConstraintTimeline { constructor(frameCount: number, bezierCount: number, physicsConstraintIndex: number); setup(constraint: PhysicsConstraint): number; get(constraint: PhysicsConstraint): number; set(constraint: PhysicsConstraint, value: number): void; global(constraint: PhysicsConstraintData): boolean; } /** Changes a physics constraint's {@link PhysicsConstraint#getMassInverse()}. The timeline values are not inverted. */ export declare class PhysicsConstraintMassTimeline extends PhysicsConstraintTimeline { constructor(frameCount: number, bezierCount: number, physicsConstraintIndex: number); setup(constraint: PhysicsConstraint): number; get(constraint: PhysicsConstraint): number; set(constraint: PhysicsConstraint, value: number): void; global(constraint: PhysicsConstraintData): boolean; } /** Changes a physics constraint's {@link PhysicsConstraint#getWind()}. */ export declare class PhysicsConstraintWindTimeline extends PhysicsConstraintTimeline { constructor(frameCount: number, bezierCount: number, physicsConstraintIndex: number); setup(constraint: PhysicsConstraint): number; get(constraint: PhysicsConstraint): number; set(constraint: PhysicsConstraint, value: number): void; global(constraint: PhysicsConstraintData): boolean; } /** Changes a physics constraint's {@link PhysicsConstraint#getGravity()}. */ export declare class PhysicsConstraintGravityTimeline extends PhysicsConstraintTimeline { constructor(frameCount: number, bezierCount: number, physicsConstraintIndex: number); setup(constraint: PhysicsConstraint): number; get(constraint: PhysicsConstraint): number; set(constraint: PhysicsConstraint, value: number): void; global(constraint: PhysicsConstraintData): boolean; } /** Changes a physics constraint's {@link PhysicsConstraint#getMix()}. */ export declare class PhysicsConstraintMixTimeline extends PhysicsConstraintTimeline { constructor(frameCount: number, bezierCount: number, physicsConstraintIndex: number); setup(constraint: PhysicsConstraint): number; get(constraint: PhysicsConstraint): number; set(constraint: PhysicsConstraint, value: number): void; global(constraint: PhysicsConstraintData): boolean; } /** Resets a physics constraint when specific animation times are reached. */ export declare class PhysicsConstraintResetTimeline extends Timeline { private static propertyIds; /** The index of the physics constraint in {@link Skeleton#getPhysicsConstraints()} that will be reset when this timeline is * applied, or -1 if all physics constraints in the skeleton will be reset. */ constraintIndex: number; /** @param physicsConstraintIndex -1 for all physics constraints in the skeleton. */ constructor(frameCount: number, physicsConstraintIndex: number); getFrameCount(): number; /** Sets the time for the specified frame. * @param frame Between 0 and <code>frameCount</code>, inclusive. */ setFrame(frame: number, time: number): void; /** Resets the physics constraint when frames > <code>lastTime</code> and <= <code>time</code>. */ apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; } /** Changes a slot's {@link Slot#getSequenceIndex()} for an attachment's {@link Sequence}. */ export declare class SequenceTimeline extends Timeline implements SlotTimeline { static ENTRIES: number; static MODE: number; static DELAY: number; slotIndex: number; attachment: HasTextureRegion; constructor(frameCount: number, slotIndex: number, attachment: HasTextureRegion); getFrameEntries(): number; getSlotIndex(): number; getAttachment(): Attachment; /** Sets the time, mode, index, and frame time for the specified frame. * @param frame Between 0 and <code>frameCount</code>, inclusive. * @param time Seconds between frames. */ setFrame(frame: number, time: number, mode: SequenceMode, index: number, delay: number): void; apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void; }