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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 { ManagedWebGLRenderingContext } from "./WebGL"; import { Disposable, Restorable } from "../core/Utils"; import { Shader } from "./Shader"; export declare class Mesh implements Disposable, Restorable { private attributes; private context; private vertices; private verticesBuffer; private verticesLength; private dirtyVertices; private indices; private indicesBuffer; private indicesLength; private dirtyIndices; private elementsPerVertex; getAttributes(): VertexAttribute[]; maxVertices(): number; numVertices(): number; setVerticesLength(length: number): void; getVertices(): Float32Array; maxIndices(): number; numIndices(): number; setIndicesLength(length: number): void; getIndices(): Uint16Array; getVertexSizeInFloats(): number; constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, attributes: VertexAttribute[], maxVertices: number, maxIndices: number); setVertices(vertices: Array<number>): void; setIndices(indices: Array<number>): void; draw(shader: Shader, primitiveType: number): void; drawWithOffset(shader: Shader, primitiveType: number, offset: number, count: number): void; bind(shader: Shader): void; unbind(shader: Shader): void; private update; restore(): void; dispose(): void; } export declare class VertexAttribute { name: string; type: VertexAttributeType; numElements: number; constructor(name: string, type: VertexAttributeType, numElements: number); } export declare class Position2Attribute extends VertexAttribute { constructor(); } export declare class Position3Attribute extends VertexAttribute { constructor(); } export declare class TexCoordAttribute extends VertexAttribute { constructor(unit?: number); } export declare class ColorAttribute extends VertexAttribute { constructor(); } export declare class Color2Attribute extends VertexAttribute { constructor(); } export declare enum VertexAttributeType { Float = 0 }