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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 { TextureRegion } from "../Texture.js"; import { Color, type NumberArrayLike } from "../Utils.js"; import { VertexAttachment } from "./Attachment.js"; import type { HasSequence } from "./HasSequence.js"; import type { Sequence } from "./Sequence.js"; /** An attachment that displays a textured mesh. A mesh has hull vertices and internal vertices within the hull. Holes are not * supported. Each vertex has UVs (texture coordinates) and triangles that are used to map an image on to the mesh. * * See [Mesh attachments](http://esotericsoftware.com/spine-meshes) in the Spine User Guide. */ export declare class MeshAttachment extends VertexAttachment implements HasSequence { readonly sequence: Sequence; /** The UV pair for each vertex, normalized within the texture region. */ regionUVs: NumberArrayLike; /** Triplets of vertex indices which describe the mesh's triangulation. */ triangles: Array<number>; /** The number of entries at the beginning of {@link vertices} that make up the mesh hull. */ hullLength: number; /** The name of the texture region for this attachment. */ path?: string; /** The color to tint the mesh. */ color: Color; private sourceMesh; /** Vertex index pairs describing edges for controlling triangulation, or null if nonessential data was not exported. Mesh * triangles do not never cross edges. Triangulation is not performed at runtime. */ edges: Array<number>; /** The width of the mesh's image. Available only when nonessential data was exported. */ width: number; /** The height of the mesh's image. Available only when nonessential data was exported. */ height: number; tempColor: Color; constructor(name: string, sequence: Sequence); copy(): MeshAttachment; updateSequence(): void; /** The source mesh if this is a linked mesh, else null. A linked mesh shares the {@link bones}, {@link vertices}, * {@link regionUVs}, {@link triangles}, {@link hullLength}, {@link edges}, {@link width}, and {@link height} with the * source mesh, but may have a different {@link name} or {@link path}, and therefore a different texture region. */ getSourceMesh(): MeshAttachment | null; setSourceMesh(sourceMesh: MeshAttachment | null): void; /** Returns a new mesh with the {@link sourceMesh} set to this mesh's source mesh, if any, else to this mesh. **/ newLinkedMesh(): MeshAttachment; /** Computes {@link Sequence.getUVs | UVs} for a mesh attachment. * @param uvs Output array for the computed UVs, same length as regionUVs. */ static computeUVs(region: TextureRegion | null, regionUVs: NumberArrayLike, uvs: NumberArrayLike): void; }