@esotericsoftware/spine-core
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The official Spine Runtimes for the web.
59 lines (58 loc) • 2.58 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 type { Skeleton } from "./Skeleton.js";
import { BlendMode } from "./SlotData.js";
export declare class SkeletonRendererCore {
private commandPool;
private worldVertices;
private quadIndices;
private clipping;
private renderCommands;
render(skeleton: Skeleton, pma?: boolean, inColor?: [number, number, number, number], stride?: number): RenderCommand | undefined;
private batchSubCommands;
private batchCommands;
}
interface RenderCommand {
positions: Float32Array;
uvs: Float32Array;
colors: Uint32Array;
darkColors: Uint32Array;
indices: Uint16Array;
_positions: Float32Array;
_uvs: Float32Array;
_colors: Uint32Array;
_darkColors: Uint32Array;
_indices: Uint16Array;
numVertices: number;
numIndices: number;
blendMode: BlendMode;
texture: any;
next?: RenderCommand;
}
export {};