ngx-spine
Version:
[](https://travis-ci.org/PoiScript/ngx-spine)
100 lines (99 loc) • 4.8 kB
TypeScript
/******************************************************************************
* 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 { Animation, CurveTimeline } from "./Animation";
import { TransformMode } from "./BoneData";
import { PositionMode, SpacingMode, RotateMode } from "./PathConstraintData";
import { SkeletonData } from "./SkeletonData";
import { Attachment } from "./attachments/Attachment";
import { Skin } from "./Skin";
import { BlendMode } from "./BlendMode";
import { AttachmentLoader } from "./attachments/AttachmentLoader";
import { MeshAttachment } from "./attachments/MeshAttachment";
export declare class SkeletonBinary {
static AttachmentTypeValues: number[];
static TransformModeValues: TransformMode[];
static PositionModeValues: PositionMode[];
static SpacingModeValues: SpacingMode[];
static RotateModeValues: RotateMode[];
static BlendModeValues: BlendMode[];
static BONE_ROTATE: number;
static BONE_TRANSLATE: number;
static BONE_SCALE: number;
static BONE_SHEAR: number;
static SLOT_ATTACHMENT: number;
static SLOT_COLOR: number;
static SLOT_TWO_COLOR: number;
static PATH_POSITION: number;
static PATH_SPACING: number;
static PATH_MIX: number;
static CURVE_LINEAR: number;
static CURVE_STEPPED: number;
static CURVE_BEZIER: number;
attachmentLoader: AttachmentLoader;
scale: number;
protected linkedMeshes: LinkedMesh[];
constructor(attachmentLoader: AttachmentLoader);
readSkeletonData(binary: Uint8Array): SkeletonData;
protected readSkin(input: BinaryInput, skeletonData: SkeletonData, defaultSkin: boolean, nonessential: boolean): Skin;
protected readAttachment(input: BinaryInput, skeletonData: SkeletonData, skin: Skin, slotIndex: number, attachmentName: string, nonessential: boolean): Attachment;
protected readVertices(input: BinaryInput, vertexCount: number): Vertices;
protected readFloatArray(input: BinaryInput, n: number, scale: number): number[];
protected readShortArray(input: BinaryInput): number[];
protected readAnimation(input: BinaryInput, name: string, skeletonData: SkeletonData): Animation;
protected readCurve(input: BinaryInput, frameIndex: number, timeline: CurveTimeline): void;
setCurve(timeline: CurveTimeline, frameIndex: number, cx1: number, cy1: number, cx2: number, cy2: number): void;
}
declare class BinaryInput {
strings: string[];
private index;
private buffer;
constructor(data: Uint8Array, strings?: string[], index?: number, buffer?: DataView);
readByte(): number;
readShort(): number;
readInt32(): number;
readInt(optimizePositive: boolean): number;
readStringRef(): string;
readString(): string;
readFloat(): number;
readBoolean(): boolean;
}
declare class LinkedMesh {
parent: string;
skin: string;
slotIndex: number;
mesh: MeshAttachment;
inheritDeform: boolean;
constructor(mesh: MeshAttachment, skin: string, slotIndex: number, parent: string, inheritDeform: boolean);
}
declare class Vertices {
bones: Array<number>;
vertices: Array<number> | Float32Array;
constructor(bones?: Array<number>, vertices?: Array<number> | Float32Array);
}
export {};