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dragonbones-pixijs

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import { OffsetMode } from "../core/DragonBones"; import { Transform } from "../geom/Transform"; import { BoneData } from "../model/ArmatureData"; import { Armature } from "./Armature"; import { TransformObject } from "./TransformObject"; /** * - Bone is one of the most important logical units in the armature animation system, * and is responsible for the realization of translate, rotation, scaling in the animations. * A armature can contain multiple bones. * @see dragonBones.BoneData * @see dragonBones.Armature * @see dragonBones.Slot * @version DragonBones 3.0 * @language en_US */ export declare class Bone extends TransformObject { static toString(): string; /** * - The offset mode. * @see #offset * @version DragonBones 5.5 * @language en_US */ offsetMode: OffsetMode; /** * @internal */ readonly animationPose: Transform; /** * @internal */ _transformDirty: boolean; /** * @internal */ _childrenTransformDirty: boolean; protected _localDirty: boolean; /** * @internal */ _hasConstraint: boolean; protected _visible: boolean; protected _cachedFrameIndex: number; /** * @internal */ _boneData: BoneData; /** * @private */ protected _parent: Bone | null; /** * @internal */ _cachedFrameIndices: Array<number> | null; protected _onClear(): void; protected _updateGlobalTransformMatrix(isCache: boolean): void; /** * @internal */ _updateAlpha(): void; /** * @internal */ init(boneData: BoneData, armatureValue: Armature): void; /** * @internal */ update(cacheFrameIndex: number): void; /** * @internal */ updateByConstraint(): void; /** * - Forces the bone to update the transform in the next frame. * When the bone is not animated or its animation state is finished, the bone will not continue to update, * and when the skeleton must be updated for some reason, the method needs to be called explicitly. * @example * <pre> * let bone = armature.getBone("arm"); * bone.offset.scaleX = 2.0; * bone.invalidUpdate(); * </pre> * @version DragonBones 3.0 * @language en_US */ invalidUpdate(): void; /** * - Check whether the bone contains a specific bone. * @see dragonBones.Bone * @version DragonBones 3.0 * @language en_US */ contains(value: Bone): boolean; /** * - The bone data. * @version DragonBones 4.5 * @language en_US */ get boneData(): BoneData; /** * - The visible of all slots in the bone. * @default true * @see dragonBones.Slot#visible * @version DragonBones 3.0 * @language en_US */ get visible(): boolean; set visible(value: boolean); /** * - The bone name. * @version DragonBones 3.0 * @language en_US */ get name(): string; /** * - The parent bone to which it belongs. * @version DragonBones 3.0 * @language en_US */ get parent(): Bone | null; }