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ngx-spine

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/****************************************************************************** * Spine Runtimes License Agreement * Last updated May 1, 2019. Replaces all prior versions. * * Copyright (c) 2013-2019, 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. * * THIS SOFTWARE IS 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 THIS SOFTWARE, * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ import { Vector2 } from "./Utils"; import { BoneData } from "./BoneData"; import { Updatable } from "./Updatable"; import { Skeleton } from "./Skeleton"; export declare class Bone implements Updatable { data: BoneData; skeleton: Skeleton; parent: Bone; children: Bone[]; x: number; y: number; rotation: number; scaleX: number; scaleY: number; shearX: number; shearY: number; ax: number; ay: number; arotation: number; ascaleX: number; ascaleY: number; ashearX: number; ashearY: number; appliedValid: boolean; a: number; b: number; worldX: number; c: number; d: number; worldY: number; sorted: boolean; active: boolean; /** @param parent May be null. */ constructor(data: BoneData, skeleton: Skeleton, parent: Bone); isActive(): boolean; /** Same as {@link #updateWorldTransform()}. This method exists for Bone to implement {@link Updatable}. */ update(): void; /** Computes the world transform using the parent bone and this bone's local transform. */ updateWorldTransform(): void; /** Computes the world transform using the parent bone and the specified local transform. */ updateWorldTransformWith(x: number, y: number, rotation: number, scaleX: number, scaleY: number, shearX: number, shearY: number): void; setToSetupPose(): void; getWorldRotationX(): number; getWorldRotationY(): number; getWorldScaleX(): number; getWorldScaleY(): number; /** Computes the individual applied transform values from the world transform. This can be useful to perform processing using * the applied transform after the world transform has been modified directly (eg, by a constraint). * <p> * Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. */ updateAppliedTransform(): void; worldToLocal(world: Vector2): Vector2; localToWorld(local: Vector2): Vector2; worldToLocalRotation(worldRotation: number): number; localToWorldRotation(localRotation: number): number; rotateWorld(degrees: number): void; }