@esotericsoftware/spine-core 4.1.25 → 4.1.26

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (90) hide show
  1. package/dist/Animation.d.ts +382 -0
  2. package/dist/Animation.js +2052 -0
  3. package/dist/AnimationState.d.ts +398 -0
  4. package/dist/AnimationState.js +1096 -0
  5. package/dist/AnimationStateData.d.ts +51 -0
  6. package/dist/AnimationStateData.js +70 -0
  7. package/dist/AssetManagerBase.d.ts +75 -0
  8. package/dist/AssetManagerBase.js +320 -0
  9. package/dist/AtlasAttachmentLoader.d.ts +53 -0
  10. package/dist/AtlasAttachmentLoader.js +95 -0
  11. package/dist/Bone.d.ts +138 -0
  12. package/dist/Bone.js +336 -0
  13. package/dist/BoneData.d.ts +72 -0
  14. package/dist/BoneData.js +80 -0
  15. package/dist/ConstraintData.d.ts +35 -0
  16. package/dist/ConstraintData.js +37 -0
  17. package/dist/Event.d.ts +44 -0
  18. package/dist/Event.js +48 -0
  19. package/dist/EventData.d.ts +41 -0
  20. package/dist/EventData.js +43 -0
  21. package/dist/IkConstraint.d.ts +64 -0
  22. package/dist/IkConstraint.js +296 -0
  23. package/dist/IkConstraintData.d.ts +56 -0
  24. package/dist/IkConstraintData.js +63 -0
  25. package/dist/PathConstraint.d.ts +71 -0
  26. package/dist/PathConstraint.js +476 -0
  27. package/dist/PathConstraintData.d.ts +82 -0
  28. package/dist/PathConstraintData.js +91 -0
  29. package/dist/Skeleton.d.ts +163 -0
  30. package/dist/Skeleton.js +588 -0
  31. package/dist/SkeletonBinary.d.ts +68 -0
  32. package/dist/SkeletonBinary.js +1172 -0
  33. package/dist/SkeletonBounds.d.ts +77 -0
  34. package/dist/SkeletonBounds.js +219 -0
  35. package/dist/SkeletonClipping.d.ts +50 -0
  36. package/dist/SkeletonClipping.js +326 -0
  37. package/dist/SkeletonData.d.ts +114 -0
  38. package/dist/SkeletonData.js +190 -0
  39. package/dist/SkeletonJson.d.ts +53 -0
  40. package/dist/SkeletonJson.js +1027 -0
  41. package/dist/Skin.d.ts +71 -0
  42. package/dist/Skin.js +201 -0
  43. package/dist/Slot.d.ts +69 -0
  44. package/dist/Slot.js +93 -0
  45. package/dist/SlotData.d.ts +57 -0
  46. package/dist/SlotData.js +64 -0
  47. package/dist/Texture.d.ts +69 -0
  48. package/dist/Texture.js +73 -0
  49. package/dist/TextureAtlas.d.ts +67 -0
  50. package/dist/TextureAtlas.js +263 -0
  51. package/dist/TransformConstraint.d.ts +60 -0
  52. package/dist/TransformConstraint.js +247 -0
  53. package/dist/TransformConstraintData.d.ts +62 -0
  54. package/dist/TransformConstraintData.js +69 -0
  55. package/dist/Triangulator.d.ts +43 -0
  56. package/dist/Triangulator.js +244 -0
  57. package/dist/Updatable.d.ts +37 -0
  58. package/dist/Updatable.js +30 -0
  59. package/dist/Utils.d.ts +168 -0
  60. package/dist/Utils.js +404 -0
  61. package/dist/attachments/Attachment.d.ts +72 -0
  62. package/dist/attachments/Attachment.js +147 -0
  63. package/dist/attachments/AttachmentLoader.d.ts +54 -0
  64. package/dist/attachments/AttachmentLoader.js +30 -0
  65. package/dist/attachments/BoundingBoxAttachment.d.ts +40 -0
  66. package/dist/attachments/BoundingBoxAttachment.js +48 -0
  67. package/dist/attachments/ClippingAttachment.d.ts +42 -0
  68. package/dist/attachments/ClippingAttachment.js +51 -0
  69. package/dist/attachments/HasTextureRegion.d.ts +44 -0
  70. package/dist/attachments/HasTextureRegion.js +30 -0
  71. package/dist/attachments/MeshAttachment.d.ts +79 -0
  72. package/dist/attachments/MeshAttachment.js +188 -0
  73. package/dist/attachments/PathAttachment.d.ts +47 -0
  74. package/dist/attachments/PathAttachment.js +59 -0
  75. package/dist/attachments/PointAttachment.d.ts +48 -0
  76. package/dist/attachments/PointAttachment.js +66 -0
  77. package/dist/attachments/RegionAttachment.d.ts +111 -0
  78. package/dist/attachments/RegionAttachment.js +215 -0
  79. package/dist/attachments/Sequence.d.ts +55 -0
  80. package/dist/attachments/Sequence.js +91 -0
  81. package/dist/attachments/index.d.ts +8 -0
  82. package/dist/attachments/index.js +9 -0
  83. package/dist/iife/spine-core.js +10703 -0
  84. package/dist/iife/spine-core.js.map +7 -0
  85. package/dist/iife/spine-core.min.js +2 -0
  86. package/dist/index.d.ts +39 -0
  87. package/dist/index.js +40 -0
  88. package/dist/polyfills.d.ts +29 -0
  89. package/dist/polyfills.js +39 -0
  90. package/package.json +1 -1
@@ -0,0 +1,91 @@
1
+ /******************************************************************************
2
+ * Spine Runtimes License Agreement
3
+ * Last updated September 24, 2021. Replaces all prior versions.
4
+ *
5
+ * Copyright (c) 2013-2021, Esoteric Software LLC
6
+ *
7
+ * Integration of the Spine Runtimes into software or otherwise creating
8
+ * derivative works of the Spine Runtimes is permitted under the terms and
9
+ * conditions of Section 2 of the Spine Editor License Agreement:
10
+ * http://esotericsoftware.com/spine-editor-license
11
+ *
12
+ * Otherwise, it is permitted to integrate the Spine Runtimes into software
13
+ * or otherwise create derivative works of the Spine Runtimes (collectively,
14
+ * "Products"), provided that each user of the Products must obtain their own
15
+ * Spine Editor license and redistribution of the Products in any form must
16
+ * include this license and copyright notice.
17
+ *
18
+ * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
19
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
20
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
21
+ * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
22
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
23
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
24
+ * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
25
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
26
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
27
+ * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
28
+ *****************************************************************************/
29
+ import { ConstraintData } from "./ConstraintData";
30
+ /** Stores the setup pose for a {@link PathConstraint}.
31
+ *
32
+ * See [path constraints](http://esotericsoftware.com/spine-path-constraints) in the Spine User Guide. */
33
+ export class PathConstraintData extends ConstraintData {
34
+ set target(slotData) { this._target = slotData; }
35
+ get target() {
36
+ if (!this._target)
37
+ throw new Error("SlotData not set.");
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+ else
39
+ return this._target;
40
+ }
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+ constructor(name) {
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+ super(name, 0, false);
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+ /** The bones that will be modified by this path constraint. */
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+ this.bones = new Array();
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+ /** The slot whose path attachment will be used to constrained the bones. */
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+ this._target = null;
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+ /** The mode for positioning the first bone on the path. */
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+ this.positionMode = PositionMode.Fixed;
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+ /** The mode for positioning the bones after the first bone on the path. */
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+ this.spacingMode = SpacingMode.Fixed;
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+ /** The mode for adjusting the rotation of the bones. */
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+ this.rotateMode = RotateMode.Chain;
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+ /** An offset added to the constrained bone rotation. */
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+ this.offsetRotation = 0;
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+ /** The position along the path. */
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+ this.position = 0;
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+ /** The spacing between bones. */
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+ this.spacing = 0;
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+ this.mixRotate = 0;
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+ this.mixX = 0;
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+ this.mixY = 0;
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+ }
63
+ }
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+ /** Controls how the first bone is positioned along the path.
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+ *
66
+ * See [position](http://esotericsoftware.com/spine-path-constraints#Position) in the Spine User Guide. */
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+ export var PositionMode;
68
+ (function (PositionMode) {
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+ PositionMode[PositionMode["Fixed"] = 0] = "Fixed";
70
+ PositionMode[PositionMode["Percent"] = 1] = "Percent";
71
+ })(PositionMode || (PositionMode = {}));
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+ /** Controls how bones after the first bone are positioned along the path.
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+ *
74
+ * See [spacing](http://esotericsoftware.com/spine-path-constraints#Spacing) in the Spine User Guide. */
75
+ export var SpacingMode;
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+ (function (SpacingMode) {
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+ SpacingMode[SpacingMode["Length"] = 0] = "Length";
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+ SpacingMode[SpacingMode["Fixed"] = 1] = "Fixed";
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+ SpacingMode[SpacingMode["Percent"] = 2] = "Percent";
80
+ SpacingMode[SpacingMode["Proportional"] = 3] = "Proportional";
81
+ })(SpacingMode || (SpacingMode = {}));
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+ /** Controls how bones are rotated, translated, and scaled to match the path.
83
+ *
84
+ * See [rotate mix](http://esotericsoftware.com/spine-path-constraints#Rotate-mix) in the Spine User Guide. */
85
+ export var RotateMode;
86
+ (function (RotateMode) {
87
+ RotateMode[RotateMode["Tangent"] = 0] = "Tangent";
88
+ RotateMode[RotateMode["Chain"] = 1] = "Chain";
89
+ RotateMode[RotateMode["ChainScale"] = 2] = "ChainScale";
90
+ })(RotateMode || (RotateMode = {}));
91
+ //# sourceMappingURL=data:application/json;base64,eyJ2ZXJzaW9uIjozLCJmaWxlIjoiUGF0aENvbnN0cmFpbnREYXRhLmpzIiwic291cmNlUm9vdCI6IiIsInNvdXJjZXMiOlsiLi4vc3JjL1BhdGhDb25zdHJhaW50RGF0YS50cyJdLCJuYW1lcyI6W10sIm1hcHBpbmdzIjoiQUFBQTs7Ozs7Ozs7Ozs7Ozs7Ozs7Ozs7Ozs7Ozs7OytFQTJCK0U7QUFHL0UsT0FBTyxFQUFFLGNBQWMsRUFBRSxNQUFNLGtCQUFrQixDQUFDO0FBSWxEOzt5R0FFeUc7QUFDekcsTUFBTSxPQUFPLGtCQUFtQixTQUFRLGNBQWM7SUFPckQsSUFBVyxNQUFNLENBQUUsUUFBa0IsSUFBSSxJQUFJLENBQUMsT0FBTyxHQUFHLFFBQVEsQ0FBQyxDQUFDLENBQUM7SUFDbkUsSUFBVyxNQUFNO1FBQ2hCLElBQUksQ0FBQyxJQUFJLENBQUMsT0FBTztZQUFFLE1BQU0sSUFBSSxLQUFLLENBQUMsbUJBQW1CLENBQUMsQ0FBQTs7WUFDbEQsT0FBTyxJQUFJLENBQUMsT0FBTyxDQUFDO0lBQzFCLENBQUM7SUF3QkQsWUFBYSxJQUFZO1FBQ3hCLEtBQUssQ0FBQyxJQUFJLEVBQUUsQ0FBQyxFQUFFLEtBQUssQ0FBQyxDQUFDO1FBbEN2QiwrREFBK0Q7UUFDL0QsVUFBSyxHQUFHLElBQUksS0FBSyxFQUFZLENBQUM7UUFFOUIsNEVBQTRFO1FBQ3BFLFlBQU8sR0FBb0IsSUFBSSxDQUFDO1FBT3hDLDJEQUEyRDtRQUMzRCxpQkFBWSxHQUFpQixZQUFZLENBQUMsS0FBSyxDQUFDO1FBRWhELDJFQUEyRTtRQUMzRSxnQkFBVyxHQUFnQixXQUFXLENBQUMsS0FBSyxDQUFDO1FBRTdDLHdEQUF3RDtRQUN4RCxlQUFVLEdBQWUsVUFBVSxDQUFDLEtBQUssQ0FBQztRQUUxQyx3REFBd0Q7UUFDeEQsbUJBQWMsR0FBVyxDQUFDLENBQUM7UUFFM0IsbUNBQW1DO1FBQ25DLGFBQVEsR0FBVyxDQUFDLENBQUM7UUFFckIsaUNBQWlDO1FBQ2pDLFlBQU8sR0FBVyxDQUFDLENBQUM7UUFFcEIsY0FBUyxHQUFHLENBQUMsQ0FBQztRQUNkLFNBQUksR0FBRyxDQUFDLENBQUM7UUFDVCxTQUFJLEdBQUcsQ0FBQyxDQUFDO0lBSVQsQ0FBQztDQUNEO0FBRUQ7OzBHQUUwRztBQUMxRyxNQUFNLENBQU4sSUFBWSxZQUErQjtBQUEzQyxXQUFZLFlBQVk7SUFBRyxpREFBSyxDQUFBO0lBQUUscURBQU8sQ0FBQTtBQUFDLENBQUMsRUFBL0IsWUFBWSxLQUFaLFlBQVksUUFBbUI7QUFFM0M7O3dHQUV3RztBQUN4RyxNQUFNLENBQU4sSUFBWSxXQUFvRDtBQUFoRSxXQUFZLFdBQVc7SUFBRyxpREFBTSxDQUFBO0lBQUUsK0NBQUssQ0FBQTtJQUFFLG1EQUFPLENBQUE7SUFBRSw2REFBWSxDQUFBO0FBQUMsQ0FBQyxFQUFwRCxXQUFXLEtBQVgsV0FBVyxRQUF5QztBQUVoRTs7OEdBRThHO0FBQzlHLE1BQU0sQ0FBTixJQUFZLFVBQXlDO0FBQXJELFdBQVksVUFBVTtJQUFHLGlEQUFPLENBQUE7SUFBRSw2Q0FBSyxDQUFBO0lBQUUsdURBQVUsQ0FBQTtBQUFDLENBQUMsRUFBekMsVUFBVSxLQUFWLFVBQVUsUUFBK0IifQ==
@@ -0,0 +1,163 @@
1
+ /******************************************************************************
2
+ * Spine Runtimes License Agreement
3
+ * Last updated September 24, 2021. Replaces all prior versions.
4
+ *
5
+ * Copyright (c) 2013-2021, Esoteric Software LLC
6
+ *
7
+ * Integration of the Spine Runtimes into software or otherwise creating
8
+ * derivative works of the Spine Runtimes is permitted under the terms and
9
+ * conditions of Section 2 of the Spine Editor License Agreement:
10
+ * http://esotericsoftware.com/spine-editor-license
11
+ *
12
+ * Otherwise, it is permitted to integrate the Spine Runtimes into software
13
+ * or otherwise create derivative works of the Spine Runtimes (collectively,
14
+ * "Products"), provided that each user of the Products must obtain their own
15
+ * Spine Editor license and redistribution of the Products in any form must
16
+ * include this license and copyright notice.
17
+ *
18
+ * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
19
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
20
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
21
+ * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
22
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
23
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
24
+ * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
25
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
26
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
27
+ * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
28
+ *****************************************************************************/
29
+ import { Attachment } from "./attachments/Attachment";
30
+ import { Bone } from "./Bone";
31
+ import { IkConstraint } from "./IkConstraint";
32
+ import { PathConstraint } from "./PathConstraint";
33
+ import { SkeletonData } from "./SkeletonData";
34
+ import { Skin } from "./Skin";
35
+ import { Slot } from "./Slot";
36
+ import { TransformConstraint } from "./TransformConstraint";
37
+ import { Updatable } from "./Updatable";
38
+ import { Color, Vector2 } from "./Utils";
39
+ /** Stores the current pose for a skeleton.
40
+ *
41
+ * See [Instance objects](http://esotericsoftware.com/spine-runtime-architecture#Instance-objects) in the Spine Runtimes Guide. */
42
+ export declare class Skeleton {
43
+ static yDown: boolean;
44
+ /** The skeleton's setup pose data. */
45
+ data: SkeletonData;
46
+ /** The skeleton's bones, sorted parent first. The root bone is always the first bone. */
47
+ bones: Array<Bone>;
48
+ /** The skeleton's slots. */
49
+ slots: Array<Slot>;
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+ /** The skeleton's slots in the order they should be drawn. The returned array may be modified to change the draw order. */
51
+ drawOrder: Array<Slot>;
52
+ /** The skeleton's IK constraints. */
53
+ ikConstraints: Array<IkConstraint>;
54
+ /** The skeleton's transform constraints. */
55
+ transformConstraints: Array<TransformConstraint>;
56
+ /** The skeleton's path constraints. */
57
+ pathConstraints: Array<PathConstraint>;
58
+ /** The list of bones and constraints, sorted in the order they should be updated, as computed by {@link #updateCache()}. */
59
+ _updateCache: Updatable[];
60
+ /** The skeleton's current skin. May be null. */
61
+ skin: Skin | null;
62
+ /** The color to tint all the skeleton's attachments. */
63
+ color: Color;
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+ /** Scales the entire skeleton on the X axis. This affects all bones, even if the bone's transform mode disallows scale
65
+ * inheritance. */
66
+ scaleX: number;
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+ /** Scales the entire skeleton on the Y axis. This affects all bones, even if the bone's transform mode disallows scale
68
+ * inheritance. */
69
+ private _scaleY;
70
+ get scaleY(): number;
71
+ set scaleY(scaleY: number);
72
+ /** Sets the skeleton X position, which is added to the root bone worldX position. */
73
+ x: number;
74
+ /** Sets the skeleton Y position, which is added to the root bone worldY position. */
75
+ y: number;
76
+ constructor(data: SkeletonData);
77
+ /** Caches information about bones and constraints. Must be called if the {@link #getSkin()} is modified or if bones,
78
+ * constraints, or weighted path attachments are added or removed. */
79
+ updateCache(): void;
80
+ sortIkConstraint(constraint: IkConstraint): void;
81
+ sortPathConstraint(constraint: PathConstraint): void;
82
+ sortTransformConstraint(constraint: TransformConstraint): void;
83
+ sortPathConstraintAttachment(skin: Skin, slotIndex: number, slotBone: Bone): void;
84
+ sortPathConstraintAttachmentWith(attachment: Attachment, slotBone: Bone): void;
85
+ sortBone(bone: Bone): void;
86
+ sortReset(bones: Array<Bone>): void;
87
+ /** Updates the world transform for each bone and applies all constraints.
88
+ *
89
+ * See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
90
+ * Runtimes Guide. */
91
+ updateWorldTransform(): void;
92
+ updateWorldTransformWith(parent: Bone): void;
93
+ /** Sets the bones, constraints, and slots to their setup pose values. */
94
+ setToSetupPose(): void;
95
+ /** Sets the bones and constraints to their setup pose values. */
96
+ setBonesToSetupPose(): void;
97
+ /** Sets the slots and draw order to their setup pose values. */
98
+ setSlotsToSetupPose(): void;
99
+ /** @returns May return null. */
100
+ getRootBone(): Bone | null;
101
+ /** @returns May be null. */
102
+ findBone(boneName: string): Bone | null;
103
+ /** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it
104
+ * repeatedly.
105
+ * @returns May be null. */
106
+ findSlot(slotName: string): Slot | null;
107
+ /** Sets a skin by name.
108
+ *
109
+ * See {@link #setSkin()}. */
110
+ setSkinByName(skinName: string): void;
111
+ /** Sets the skin used to look up attachments before looking in the {@link SkeletonData#defaultSkin default skin}. If the
112
+ * skin is changed, {@link #updateCache()} is called.
113
+ *
114
+ * Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no
115
+ * old skin, each slot's setup mode attachment is attached from the new skin.
116
+ *
117
+ * After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling
118
+ * {@link #setSlotsToSetupPose()}. Also, often {@link AnimationState#apply()} is called before the next time the
119
+ * skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.
120
+ * @param newSkin May be null. */
121
+ setSkin(newSkin: Skin): void;
122
+ /** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot name and attachment
123
+ * name.
124
+ *
125
+ * See {@link #getAttachment()}.
126
+ * @returns May be null. */
127
+ getAttachmentByName(slotName: string, attachmentName: string): Attachment | null;
128
+ /** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot index and
129
+ * attachment name. First the skin is checked and if the attachment was not found, the default skin is checked.
130
+ *
131
+ * See [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide.
132
+ * @returns May be null. */
133
+ getAttachment(slotIndex: number, attachmentName: string): Attachment | null;
134
+ /** A convenience method to set an attachment by finding the slot with {@link #findSlot()}, finding the attachment with
135
+ * {@link #getAttachment()}, then setting the slot's {@link Slot#attachment}.
136
+ * @param attachmentName May be null to clear the slot's attachment. */
137
+ setAttachment(slotName: string, attachmentName: string): void;
138
+ /** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method
139
+ * than to call it repeatedly.
140
+ * @return May be null. */
141
+ findIkConstraint(constraintName: string): IkConstraint | null;
142
+ /** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of
143
+ * this method than to call it repeatedly.
144
+ * @return May be null. */
145
+ findTransformConstraint(constraintName: string): TransformConstraint | null;
146
+ /** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method
147
+ * than to call it repeatedly.
148
+ * @return May be null. */
149
+ findPathConstraint(constraintName: string): PathConstraint | null;
150
+ /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose as `{ x: number, y: number, width: number, height: number }`.
151
+ * Note that this method will create temporary objects which can add to garbage collection pressure. Use `getBounds()` if garbage collection is a concern. */
152
+ getBoundsRect(): {
153
+ x: number;
154
+ y: number;
155
+ width: number;
156
+ height: number;
157
+ };
158
+ /** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
159
+ * @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB.
160
+ * @param size An output value, the width and height of the AABB.
161
+ * @param temp Working memory to temporarily store attachments' computed world vertices. */
162
+ getBounds(offset: Vector2, size: Vector2, temp?: Array<number>): void;
163
+ }