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@esotericsoftware/spine-core

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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 type { Skeleton } from "../Skeleton.js"; import type { Slot } from "../Slot.js"; import { type NumberArrayLike } from "../Utils.js"; /** The base class for all attachments. Multiple {@link Skeleton} instances, slots, or skins can use the same attachments. */ export declare abstract class Attachment { private static readonly empty; name: string; /** Timelines for the timeline attachment are also applied to this attachment. * @return May be null if no attachment-specific timelines should be applied. */ timelineAttachment?: Attachment; /** Slots that can have attachments whose {@link timelineAttachment} is this attachment. */ timelineSlots: number[]; constructor(name: string); abstract copy(): Attachment; /** Returns true if the {@code slotIndex} or any {@link timelineSlots} have an attachment whose {@link timelineAttachment} is * this attachment. * @param slots The {@link Skeleton.slots}. * @param slotIndex The timeline's primary slot index. */ isTimelineActive(slots: Slot[], slotIndex: number, appliedPose: boolean): boolean; } /** Base class for an attachment with vertices that are transformed by one or more bones and can be deformed by * {@link SlotPose.deform}. */ export declare abstract class VertexAttachment extends Attachment { private static nextID; /** The unique ID for this attachment. */ id: number; /** The bones that affect the {@link vertices}. The entries are, for each vertex, the number of bones affecting the vertex * followed by that many bone indices, which is {@link Skeleton.getBones} index. Null if this attachment has no weights. */ bones: Array<number> | null; /** The vertex positions in the bone's coordinate system. For a non-weighted attachment, the values are `x,y` * entries for each vertex. For a weighted attachment, the values are `x,y,weight` triplets for each bone affecting * each vertex. */ vertices: NumberArrayLike; /** The maximum number of world vertex values that can be output by * {@link computeWorldVertices} using the `count` parameter. */ worldVerticesLength: number; constructor(name: string); /** Transforms the attachment's local {@link vertices} to world coordinates. If {@link SlotPose.getDeform} is not empty, it * is used to deform the vertices. * * See <a href="https://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine * Runtimes Guide. * @param start The index of the first {@link vertices} value to transform. Each vertex has 2 values, x and y. * @param count The number of world vertex values to output. Must be <= {@link worldVerticesLength} - `start`. * @param worldVertices The output world vertices. Must have a length >= `offset` + `count` * * `stride` / 2. * @param offset The `worldVertices` index to begin writing values. * @param stride The number of `worldVertices` entries between the value pairs written. */ computeWorldVertices(skeleton: Skeleton, slot: Slot, start: number, count: number, worldVertices: NumberArrayLike, offset: number, stride: number): void; /** Does not copy id (generated) or name (set on construction). **/ copyTo(attachment: VertexAttachment): void; }