@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 type { Attachment } from "./attachments/Attachment.js";
import { Bone } from "./Bone.js";
import type { Constraint } from "./Constraint.js";
import { DrawOrder } from "./DrawOrder.js";
import type { Physics } from "./Physics.js";
import { PhysicsConstraint } from "./PhysicsConstraint.js";
import type { Posed } from "./Posed.js";
import type { SkeletonClipping } from "./SkeletonClipping.js";
import type { SkeletonData } from "./SkeletonData.js";
import type { Skin } from "./Skin.js";
import { Slot } from "./Slot.js";
import { Color, Vector2 } from "./Utils.js";
/** Stores bones and slots to be posed by animations and application code. Multiple skeleton instances can share the same
* {@link SkeletonData}, including animations, attachments, and skins.
*
* After posing, call {@link updateWorldTransform} to apply constraints and compute world transforms for rendering.
*
* See [Instance objects](http://esotericsoftware.com/spine-runtime-architecture#Instance-objects) in the Spine Runtimes Guide. */
export declare class Skeleton {
private static quadTriangles;
static yDown: boolean;
static get yDir(): number;
/** The skeleton's setup pose data. */
readonly data: SkeletonData;
/** The skeleton's bones, sorted parent first. The root bone is always the first bone. */
readonly bones: Array<Bone>;
/** The skeleton's slots. To add a slot, also add it to {@link DrawOrder.pose}. */
readonly slots: Array<Slot>;
/** The skeleton's draw order. Use {@link DrawOrder.appliedPose} for rendering and {@link DrawOrder.pose} for changing the draw
* order. */
readonly drawOrder: DrawOrder;
/** The skeleton's constraints. */
readonly constraints: Array<Constraint<any, any, any>>;
/** The skeleton's physics constraints. */
readonly physics: Array<PhysicsConstraint>;
/** The list of bones and constraints, sorted in the order they should be updated, as computed by {@link updateCache}. */
readonly _updateCache: any[];
readonly resetCache: Array<Posed<any, any>>;
/** The skeleton's current skin. May be null. */
skin: Skin | null;
/** The color to tint all the skeleton's attachments. */
readonly color: Color;
/** Scales the entire skeleton on the X axis.
*
* Bones that do not inherit scale are still affected by this property. */
scaleX: number;
private _scaleY;
/** Scales the entire skeleton on the Y axis.
*
* Bones that do not inherit scale are still affected by this property. */
get scaleY(): number;
set scaleY(scaleY: number);
/** Sets the skeleton X position, which is added to the root bone worldX position.
*
* Bones that do not inherit translation are still affected by this property. */
x: number;
/** Sets the skeleton Y position, which is added to the root bone worldY position.
*
* Bones that do not inherit translation are still affected by this property. */
y: number;
/** Returns the skeleton's time, is used for time-based manipulations, such as {@link PhysicsConstraint}.
*
* See {@link _update}. */
time: number;
/** The x component of a vector that defines the direction {@link PhysicsConstraintPose.wind} is applied. */
windX: number;
/** The y component of a vector that defines the direction {@link PhysicsConstraintPose.wind} is applied. */
windY: number;
/** The x component of a vector that defines the direction {@link PhysicsConstraintPose.gravity} is applied. */
gravityX: number;
/** The y component of a vector that defines the direction {@link PhysicsConstraintPose.gravity} is applied. */
gravityY: number;
_update: number;
constructor(data: SkeletonData);
/** Caches information about bones and constraints. Must be called if the {@link skin} is modified or if bones, constraints,
* or weighted path attachments are added or removed. */
updateCache(): void;
constrained(object: Posed<any, any>): void;
sortBone(bone: Bone): void;
sortReset(bones: Array<Bone>): void;
/** Updates the world transform for each bone and applies all constraints.
*
* See <a href="https://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
* Runtimes Guide. */
updateWorldTransform(physics: Physics): void;
/** Sets the bones, constraints, and slots to their setup pose values. */
setupPose(): void;
/** Sets the bones and constraints to their setup pose values. */
setupPoseBones(): void;
/** Sets the slots and draw order to their setup pose values. */
setupPoseSlots(): void;
/** Returns the root bone, or null if the skeleton has no bones. */
getRootBone(): Bone | null;
/** Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it
* repeatedly. */
findBone(boneName: string): Bone | null;
/** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it
* repeatedly. */
findSlot(slotName: string): Slot | null;
/** Sets a skin by name.
*
* See {@link setSkin}. */
setSkin(skinName: string): void;
/** Sets the skin used to look up attachments before looking in {@link SkeletonData.defaultSkin}. If the skin is changed,
* {@link updateCache} is called.
*
* Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no
* old skin, each slot's setup mode attachment is attached from the new skin.
*
* After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling
* {@link setupPoseSlots}. Also, often {@link AnimationState.apply} is called before the next time the skeleton is
* rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin. */
setSkin(newSkin: Skin | null): void;
private setSkinByName;
private setSkinBySkin;
/** Finds an attachment by looking in the {@link skin} and {@link SkeletonData.defaultSkin} using the slot name and attachment
* name.
*
* See {@link getAttachment}. */
getAttachment(slotName: string, placeholder: string): Attachment | null;
/** Finds an attachment by looking in the {@link skin} and {@link SkeletonData.defaultSkin} using the slot index and
* attachment name. First the skin is checked and if the attachment was not found, the default skin is checked.
*
* See <a href="https://esotericsoftware.com/spine-runtime-skins">Runtime skins</a> in the Spine Runtimes Guide. */
getAttachment(slotIndex: number, placeholder: string): Attachment | null;
/** Finds an attachment by looking in the {@link skin} and {@link SkeletonData.defaultSkin} using the slot name and attachment
* name.
*
* See {@link getAttachment}.
* @returns May be null. */
private getAttachmentByName;
/** Finds an attachment by looking in the {@link skin} and {@link SkeletonData.defaultSkin} using the slot index and
* attachment name. First the skin is checked and if the attachment was not found, the default skin is checked.
*
* See [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide.
* @returns May be null. */
private getAttachmentByIndex;
/** A convenience method to set an attachment by finding the slot with {@link findSlot}, finding the attachment with
* {@link getAttachment}, then setting the slot's {@link Slot.attachment}.
* @param placeholder May be null to clear the slot's attachment. */
setAttachment(slotName: string, placeholder: string | null): void;
/** Finds a constraint of the specified type by comparing each constraints's name. It is more efficient to cache the results of
* this method than to call it multiple times. */
findConstraint<T extends Constraint<any, any, any>>(constraintName: string, type: new () => T): T | null;
/** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the applied pose.
* @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB.
* @param size An output value, the width and height of the AABB.
* @param temp Working memory to temporarily store attachments' computed world vertices. */
getBoundsRect(clipper?: SkeletonClipping): {
x: number;
y: number;
width: number;
height: number;
};
/** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the applied pose. Optionally applies
* clipping.
* @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB.
* @param size An output value, the width and height of the AABB.
* @param temp Working memory to temporarily store attachments' computed world vertices.
* @param clipper {@link SkeletonClipping} to use. If `null`, no clipping is applied. */
getBounds(offset: Vector2, size: Vector2, temp?: Array<number>, clipper?: SkeletonClipping | null): void;
/** Scales the entire skeleton on the X and Y axes.
*
* Bones that do not inherit scale are still affected by this property. */
setScale(scaleX: number, scaleY: number): void;
/** Sets the skeleton X and Y position, which is added to the root bone worldX and worldY position.
*
* Bones that do not inherit translation are still affected by this property. */
setPosition(x: number, y: number): void;
/** Increments the skeleton's {@link time}. */
update(delta: number): void;
/** Calls {@link PhysicsConstraint.translate} for each physics constraint. */
physicsTranslate(x: number, y: number): void;
/** Calls {@link PhysicsConstraint.rotate} for each physics constraint. */
physicsRotate(x: number, y: number, degrees: number): void;
}