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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 { BoundingBoxAttachment } from "./attachments/BoundingBoxAttachment"; import { Skeleton } from "./Skeleton"; export declare class SkeletonBounds { minX: number; minY: number; maxX: number; maxY: number; boundingBoxes: BoundingBoxAttachment[]; polygons: ArrayLike<number>[]; private polygonPool; update(skeleton: Skeleton, updateAabb: boolean): void; aabbCompute(): void; /** Returns true if the axis aligned bounding box contains the point. */ aabbContainsPoint(x: number, y: number): boolean; /** Returns true if the axis aligned bounding box intersects the line segment. */ aabbIntersectsSegment(x1: number, y1: number, x2: number, y2: number): boolean; /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */ aabbIntersectsSkeleton(bounds: SkeletonBounds): boolean; /** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more * efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */ containsPoint(x: number, y: number): BoundingBoxAttachment; /** Returns true if the polygon contains the point. */ containsPointPolygon(polygon: ArrayLike<number>, x: number, y: number): boolean; /** Returns the first bounding box attachment that contains any part of the line segment, or null. When doing many checks, it * is usually more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns * true. */ intersectsSegment(x1: number, y1: number, x2: number, y2: number): BoundingBoxAttachment; /** Returns true if the polygon contains any part of the line segment. */ intersectsSegmentPolygon(polygon: ArrayLike<number>, x1: number, y1: number, x2: number, y2: number): boolean; /** Returns the polygon for the specified bounding box, or null. */ getPolygon(boundingBox: BoundingBoxAttachment): ArrayLike<number>; getWidth(): number; getHeight(): number; }