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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 { ClippingAttachment } from "./attachments/ClippingAttachment.js"; import { Slot } from "./Slot.js"; import { Color, NumberArrayLike } from "./Utils.js"; export declare class SkeletonClipping { private triangulator; private clippingPolygon; private clipOutput; clippedVertices: number[]; clippedUVs: number[]; clippedTriangles: number[]; private scratch; private clipAttachment; private clippingPolygons; clipStart(slot: Slot, clip: ClippingAttachment): number; clipEndWithSlot(slot: Slot): void; clipEnd(): void; isClipping(): boolean; /** * @deprecated Use clipTriangles without verticesLength parameter. Mark for removal in 4.3. */ clipTriangles(vertices: NumberArrayLike, verticesLength: number, triangles: NumberArrayLike, trianglesLength: number): void; /** * @deprecated Use clipTriangles without verticesLength parameter. Mark for removal in 4.3. */ clipTriangles(vertices: NumberArrayLike, verticesLength: number, triangles: NumberArrayLike, trianglesLength: number, uvs: NumberArrayLike, light: Color, dark: Color, twoColor: boolean): void; clipTriangles(vertices: NumberArrayLike, triangles: NumberArrayLike, trianglesLength: number): void; clipTriangles(vertices: NumberArrayLike, triangles: NumberArrayLike, trianglesLength: number, uvs: NumberArrayLike, light: Color, dark: Color, twoColor: boolean): void; private clipTrianglesNoRender; private clipTrianglesRender; clipTrianglesUnpacked(vertices: NumberArrayLike, triangles: NumberArrayLike, trianglesLength: number, uvs: NumberArrayLike): void; /** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping * area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */ clip(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, clippingArea: Array<number>, output: Array<number>): boolean; static makeClockwise(polygon: NumberArrayLike): void; }