@galacean/engine-spine 4.2.6 → 4.2.7
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.
- package/dist/browser.js +1 -1
- package/dist/main.js +149 -575
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +149 -575
- package/dist/module.js +150 -575
- package/dist/module.js.map +1 -1
- package/package.json +2 -2
- package/types/AntGSpineLoader.d.ts +0 -22
- package/types/SpineAnimation.d.ts +0 -45
- package/types/SpineLoader.d.ts +0 -32
- package/types/SpineMaterial.d.ts +0 -6
- package/types/SpineRenderer.d.ts +0 -38
- package/types/core/MeshGenerator.d.ts +0 -43
- package/types/core/SpineMesh.d.ts +0 -11
- package/types/spine-core/Animation.d.ts +0 -378
- package/types/spine-core/AnimationState.d.ts +0 -365
- package/types/spine-core/AnimationStateData.d.ts +0 -23
- package/types/spine-core/AssetManager.d.ts +0 -36
- package/types/spine-core/AtlasAttachmentLoader.d.ts +0 -23
- package/types/spine-core/BlendMode.d.ts +0 -7
- package/types/spine-core/Bone.d.ts +0 -110
- package/types/spine-core/BoneData.d.ts +0 -44
- package/types/spine-core/ConstraintData.d.ts +0 -7
- package/types/spine-core/Event.d.ts +0 -16
- package/types/spine-core/EventData.d.ts +0 -13
- package/types/spine-core/IkConstraint.d.ts +0 -38
- package/types/spine-core/IkConstraintData.d.ts +0 -26
- package/types/spine-core/PathConstraint.d.ts +0 -46
- package/types/spine-core/PathConstraintData.d.ts +0 -52
- package/types/spine-core/SharedAssetManager.d.ts +0 -19
- package/types/spine-core/Skeleton.d.ts +0 -134
- package/types/spine-core/SkeletonBinary.d.ts +0 -49
- package/types/spine-core/SkeletonBounds.d.ts +0 -48
- package/types/spine-core/SkeletonClipping.d.ts +0 -22
- package/types/spine-core/SkeletonData.d.ts +0 -89
- package/types/spine-core/SkeletonJson.d.ts +0 -34
- package/types/spine-core/Skin.d.ts +0 -43
- package/types/spine-core/Slot.d.ts +0 -42
- package/types/spine-core/SlotData.d.ts +0 -23
- package/types/spine-core/Texture.d.ts +0 -46
- package/types/spine-core/TextureAtlas.d.ts +0 -30
- package/types/spine-core/TransformConstraint.d.ts +0 -36
- package/types/spine-core/TransformConstraintData.d.ts +0 -34
- package/types/spine-core/Triangulator.d.ts +0 -14
- package/types/spine-core/Updatable.d.ts +0 -9
- package/types/spine-core/Utils.d.ts +0 -124
- package/types/spine-core/VertexEffect.d.ts +0 -7
- package/types/spine-core/attachments/Attachment.d.ts +0 -43
- package/types/spine-core/attachments/AttachmentLoader.d.ts +0 -25
- package/types/spine-core/attachments/AttachmentType.d.ts +0 -9
- package/types/spine-core/attachments/BoundingBoxAttachment.d.ts +0 -12
- package/types/spine-core/attachments/ClippingAttachment.d.ts +0 -14
- package/types/spine-core/attachments/MeshAttachment.d.ts +0 -46
- package/types/spine-core/attachments/PathAttachment.d.ts +0 -19
- package/types/spine-core/attachments/PointAttachment.d.ts +0 -20
- package/types/spine-core/attachments/RegionAttachment.d.ts +0 -88
- package/types/spine-core/polyfills.d.ts +0 -3
- package/types/spine-core/vertexeffects/JitterEffect.d.ts +0 -11
- package/types/spine-core/vertexeffects/SwirlEffect.d.ts +0 -16
- package/types/types.d.ts +0 -4
|
@@ -1,38 +0,0 @@
|
|
|
1
|
-
import { Updatable } from "./Updatable";
|
|
2
|
-
import { IkConstraintData } from "./IkConstraintData";
|
|
3
|
-
import { Bone } from "./Bone";
|
|
4
|
-
import { Skeleton } from "./Skeleton";
|
|
5
|
-
/** Stores the current pose for an IK constraint. An IK constraint adjusts the rotation of 1 or 2 constrained bones so the tip of
|
|
6
|
-
* the last bone is as close to the target bone as possible.
|
|
7
|
-
*
|
|
8
|
-
* See [IK constraints](http://esotericsoftware.com/spine-ik-constraints) in the Spine User Guide. */
|
|
9
|
-
export declare class IkConstraint implements Updatable {
|
|
10
|
-
/** The IK constraint's setup pose data. */
|
|
11
|
-
data: IkConstraintData;
|
|
12
|
-
/** The bones that will be modified by this IK constraint. */
|
|
13
|
-
bones: Array<Bone>;
|
|
14
|
-
/** The bone that is the IK target. */
|
|
15
|
-
target: Bone;
|
|
16
|
-
/** Controls the bend direction of the IK bones, either 1 or -1. */
|
|
17
|
-
bendDirection: number;
|
|
18
|
-
/** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */
|
|
19
|
-
compress: boolean;
|
|
20
|
-
/** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained
|
|
21
|
-
* and the parent bone has local nonuniform scale, stretch is not applied. */
|
|
22
|
-
stretch: boolean;
|
|
23
|
-
/** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */
|
|
24
|
-
mix: number;
|
|
25
|
-
/** For two bone IK, the distance from the maximum reach of the bones that rotation will slow. */
|
|
26
|
-
softness: number;
|
|
27
|
-
active: boolean;
|
|
28
|
-
constructor(data: IkConstraintData, skeleton: Skeleton);
|
|
29
|
-
isActive(): boolean;
|
|
30
|
-
/** Applies the constraint to the constrained bones. */
|
|
31
|
-
apply(): void;
|
|
32
|
-
update(): void;
|
|
33
|
-
/** Applies 1 bone IK. The target is specified in the world coordinate system. */
|
|
34
|
-
apply1(bone: Bone, targetX: number, targetY: number, compress: boolean, stretch: boolean, uniform: boolean, alpha: number): void;
|
|
35
|
-
/** Applies 2 bone IK. The target is specified in the world coordinate system.
|
|
36
|
-
* @param child A direct descendant of the parent bone. */
|
|
37
|
-
apply2(parent: Bone, child: Bone, targetX: number, targetY: number, bendDir: number, stretch: boolean, softness: number, alpha: number): void;
|
|
38
|
-
}
|
|
@@ -1,26 +0,0 @@
|
|
|
1
|
-
import { ConstraintData } from "./ConstraintData";
|
|
2
|
-
import { BoneData } from "./BoneData";
|
|
3
|
-
/** Stores the setup pose for an {@link IkConstraint}.
|
|
4
|
-
* <p>
|
|
5
|
-
* See [IK constraints](http://esotericsoftware.com/spine-ik-constraints) in the Spine User Guide. */
|
|
6
|
-
export declare class IkConstraintData extends ConstraintData {
|
|
7
|
-
/** The bones that are constrained by this IK constraint. */
|
|
8
|
-
bones: BoneData[];
|
|
9
|
-
/** The bone that is the IK target. */
|
|
10
|
-
target: BoneData;
|
|
11
|
-
/** Controls the bend direction of the IK bones, either 1 or -1. */
|
|
12
|
-
bendDirection: number;
|
|
13
|
-
/** When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it. */
|
|
14
|
-
compress: boolean;
|
|
15
|
-
/** When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained
|
|
16
|
-
* and the parent bone has local nonuniform scale, stretch is not applied. */
|
|
17
|
-
stretch: boolean;
|
|
18
|
-
/** When true, only a single bone is being constrained, and {@link #getCompress()} or {@link #getStretch()} is used, the bone
|
|
19
|
-
* is scaled on both the X and Y axes. */
|
|
20
|
-
uniform: boolean;
|
|
21
|
-
/** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */
|
|
22
|
-
mix: number;
|
|
23
|
-
/** For two bone IK, the distance from the maximum reach of the bones that rotation will slow. */
|
|
24
|
-
softness: number;
|
|
25
|
-
constructor(name: string);
|
|
26
|
-
}
|
|
@@ -1,46 +0,0 @@
|
|
|
1
|
-
import { Updatable } from "./Updatable";
|
|
2
|
-
import { PathConstraintData } from "./PathConstraintData";
|
|
3
|
-
import { Bone } from "./Bone";
|
|
4
|
-
import { Slot } from "./Slot";
|
|
5
|
-
import { Skeleton } from "./Skeleton";
|
|
6
|
-
import { PathAttachment } from "./attachments/PathAttachment";
|
|
7
|
-
/** Stores the current pose for a path constraint. A path constraint adjusts the rotation, translation, and scale of the
|
|
8
|
-
* constrained bones so they follow a {@link PathAttachment}.
|
|
9
|
-
*
|
|
10
|
-
* See [Path constraints](http://esotericsoftware.com/spine-path-constraints) in the Spine User Guide. */
|
|
11
|
-
export declare class PathConstraint implements Updatable {
|
|
12
|
-
static NONE: number;
|
|
13
|
-
static BEFORE: number;
|
|
14
|
-
static AFTER: number;
|
|
15
|
-
static epsilon: number;
|
|
16
|
-
/** The path constraint's setup pose data. */
|
|
17
|
-
data: PathConstraintData;
|
|
18
|
-
/** The bones that will be modified by this path constraint. */
|
|
19
|
-
bones: Array<Bone>;
|
|
20
|
-
/** The slot whose path attachment will be used to constrained the bones. */
|
|
21
|
-
target: Slot;
|
|
22
|
-
/** The position along the path. */
|
|
23
|
-
position: number;
|
|
24
|
-
/** The spacing between bones. */
|
|
25
|
-
spacing: number;
|
|
26
|
-
/** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */
|
|
27
|
-
rotateMix: number;
|
|
28
|
-
/** A percentage (0-1) that controls the mix between the constrained and unconstrained translations. */
|
|
29
|
-
translateMix: number;
|
|
30
|
-
spaces: number[];
|
|
31
|
-
positions: number[];
|
|
32
|
-
world: number[];
|
|
33
|
-
curves: number[];
|
|
34
|
-
lengths: number[];
|
|
35
|
-
segments: number[];
|
|
36
|
-
active: boolean;
|
|
37
|
-
constructor(data: PathConstraintData, skeleton: Skeleton);
|
|
38
|
-
isActive(): boolean;
|
|
39
|
-
/** Applies the constraint to the constrained bones. */
|
|
40
|
-
apply(): void;
|
|
41
|
-
update(): void;
|
|
42
|
-
computeWorldPositions(path: PathAttachment, spacesCount: number, tangents: boolean, percentPosition: boolean, percentSpacing: boolean): number[];
|
|
43
|
-
addBeforePosition(p: number, temp: Array<number>, i: number, out: Array<number>, o: number): void;
|
|
44
|
-
addAfterPosition(p: number, temp: Array<number>, i: number, out: Array<number>, o: number): void;
|
|
45
|
-
addCurvePosition(p: number, x1: number, y1: number, cx1: number, cy1: number, cx2: number, cy2: number, x2: number, y2: number, out: Array<number>, o: number, tangents: boolean): void;
|
|
46
|
-
}
|
|
@@ -1,52 +0,0 @@
|
|
|
1
|
-
import { ConstraintData } from "./ConstraintData";
|
|
2
|
-
import { BoneData } from "./BoneData";
|
|
3
|
-
import { SlotData } from "./SlotData";
|
|
4
|
-
/** Stores the setup pose for a {@link PathConstraint}.
|
|
5
|
-
*
|
|
6
|
-
* See [Path constraints](http://esotericsoftware.com/spine-path-constraints) in the Spine User Guide. */
|
|
7
|
-
export declare class PathConstraintData extends ConstraintData {
|
|
8
|
-
/** The bones that will be modified by this path constraint. */
|
|
9
|
-
bones: BoneData[];
|
|
10
|
-
/** The slot whose path attachment will be used to constrained the bones. */
|
|
11
|
-
target: SlotData;
|
|
12
|
-
/** The mode for positioning the first bone on the path. */
|
|
13
|
-
positionMode: PositionMode;
|
|
14
|
-
/** The mode for positioning the bones after the first bone on the path. */
|
|
15
|
-
spacingMode: SpacingMode;
|
|
16
|
-
/** The mode for adjusting the rotation of the bones. */
|
|
17
|
-
rotateMode: RotateMode;
|
|
18
|
-
/** An offset added to the constrained bone rotation. */
|
|
19
|
-
offsetRotation: number;
|
|
20
|
-
/** The position along the path. */
|
|
21
|
-
position: number;
|
|
22
|
-
/** The spacing between bones. */
|
|
23
|
-
spacing: number;
|
|
24
|
-
/** A percentage (0-1) that controls the mix between the constrained and unconstrained rotations. */
|
|
25
|
-
rotateMix: number;
|
|
26
|
-
/** A percentage (0-1) that controls the mix between the constrained and unconstrained translations. */
|
|
27
|
-
translateMix: number;
|
|
28
|
-
constructor(name: string);
|
|
29
|
-
}
|
|
30
|
-
/** Controls how the first bone is positioned along the path.
|
|
31
|
-
*
|
|
32
|
-
* See [Position mode](http://esotericsoftware.com/spine-path-constraints#Position-mode) in the Spine User Guide. */
|
|
33
|
-
export declare enum PositionMode {
|
|
34
|
-
Fixed = 0,
|
|
35
|
-
Percent = 1
|
|
36
|
-
}
|
|
37
|
-
/** Controls how bones after the first bone are positioned along the path.
|
|
38
|
-
*
|
|
39
|
-
* [Spacing mode](http://esotericsoftware.com/spine-path-constraints#Spacing-mode) in the Spine User Guide. */
|
|
40
|
-
export declare enum SpacingMode {
|
|
41
|
-
Length = 0,
|
|
42
|
-
Fixed = 1,
|
|
43
|
-
Percent = 2
|
|
44
|
-
}
|
|
45
|
-
/** Controls how bones are rotated, translated, and scaled to match the path.
|
|
46
|
-
*
|
|
47
|
-
* [Rotate mode](http://esotericsoftware.com/spine-path-constraints#Rotate-mod) in the Spine User Guide. */
|
|
48
|
-
export declare enum RotateMode {
|
|
49
|
-
Tangent = 0,
|
|
50
|
-
Chain = 1,
|
|
51
|
-
ChainScale = 2
|
|
52
|
-
}
|
|
@@ -1,19 +0,0 @@
|
|
|
1
|
-
import { Disposable, Map } from "./Utils";
|
|
2
|
-
export declare class SharedAssetManager implements Disposable {
|
|
3
|
-
private pathPrefix;
|
|
4
|
-
private clientAssets;
|
|
5
|
-
private queuedAssets;
|
|
6
|
-
private rawAssets;
|
|
7
|
-
private errors;
|
|
8
|
-
constructor(pathPrefix?: string);
|
|
9
|
-
private queueAsset;
|
|
10
|
-
loadText(clientId: string, path: string): void;
|
|
11
|
-
loadJson(clientId: string, path: string): void;
|
|
12
|
-
loadTexture(clientId: string, textureLoader: (image: HTMLImageElement | ImageBitmap) => any, path: string): void;
|
|
13
|
-
get(clientId: string, path: string): any;
|
|
14
|
-
private updateClientAssets;
|
|
15
|
-
isLoadingComplete(clientId: string): boolean;
|
|
16
|
-
dispose(): void;
|
|
17
|
-
hasErrors(): boolean;
|
|
18
|
-
getErrors(): Map<string>;
|
|
19
|
-
}
|
|
@@ -1,134 +0,0 @@
|
|
|
1
|
-
import { SkeletonData } from "./SkeletonData";
|
|
2
|
-
import { Bone } from "./Bone";
|
|
3
|
-
import { Slot } from "./Slot";
|
|
4
|
-
import { IkConstraint } from "./IkConstraint";
|
|
5
|
-
import { TransformConstraint } from "./TransformConstraint";
|
|
6
|
-
import { PathConstraint } from "./PathConstraint";
|
|
7
|
-
import { Updatable } from "./Updatable";
|
|
8
|
-
import { Skin } from "./Skin";
|
|
9
|
-
import { Color, Vector2 } from "./Utils";
|
|
10
|
-
import { Attachment } from "./attachments/Attachment";
|
|
11
|
-
/** Stores the current pose for a skeleton.
|
|
12
|
-
*
|
|
13
|
-
* See [Instance objects](http://esotericsoftware.com/spine-runtime-architecture#Instance-objects) in the Spine Runtimes Guide. */
|
|
14
|
-
export declare class Skeleton {
|
|
15
|
-
/** The skeleton's setup pose data. */
|
|
16
|
-
data: SkeletonData;
|
|
17
|
-
/** The skeleton's bones, sorted parent first. The root bone is always the first bone. */
|
|
18
|
-
bones: Array<Bone>;
|
|
19
|
-
/** The skeleton's slots. */
|
|
20
|
-
slots: Array<Slot>;
|
|
21
|
-
/** The skeleton's slots in the order they should be drawn. The returned array may be modified to change the draw order. */
|
|
22
|
-
drawOrder: Array<Slot>;
|
|
23
|
-
/** The skeleton's IK constraints. */
|
|
24
|
-
ikConstraints: Array<IkConstraint>;
|
|
25
|
-
/** The skeleton's transform constraints. */
|
|
26
|
-
transformConstraints: Array<TransformConstraint>;
|
|
27
|
-
/** The skeleton's path constraints. */
|
|
28
|
-
pathConstraints: Array<PathConstraint>;
|
|
29
|
-
/** The list of bones and constraints, sorted in the order they should be updated, as computed by {@link #updateCache()}. */
|
|
30
|
-
_updateCache: Updatable[];
|
|
31
|
-
updateCacheReset: Updatable[];
|
|
32
|
-
/** The skeleton's current skin. May be null. */
|
|
33
|
-
skin: Skin;
|
|
34
|
-
/** The color to tint all the skeleton's attachments. */
|
|
35
|
-
color: Color;
|
|
36
|
-
/** Returns the skeleton's time. This can be used for tracking, such as with Slot {@link Slot#attachmentTime}.
|
|
37
|
-
* <p>
|
|
38
|
-
* See {@link #update()}. */
|
|
39
|
-
time: number;
|
|
40
|
-
/** Scales the entire skeleton on the X axis. This affects all bones, even if the bone's transform mode disallows scale
|
|
41
|
-
* inheritance. */
|
|
42
|
-
scaleX: number;
|
|
43
|
-
/** Scales the entire skeleton on the Y axis. This affects all bones, even if the bone's transform mode disallows scale
|
|
44
|
-
* inheritance. */
|
|
45
|
-
scaleY: number;
|
|
46
|
-
/** Sets the skeleton X position, which is added to the root bone worldX position. */
|
|
47
|
-
x: number;
|
|
48
|
-
/** Sets the skeleton Y position, which is added to the root bone worldY position. */
|
|
49
|
-
y: number;
|
|
50
|
-
constructor(data: SkeletonData);
|
|
51
|
-
/** Caches information about bones and constraints. Must be called if the {@link #getSkin()} is modified or if bones,
|
|
52
|
-
* constraints, or weighted path attachments are added or removed. */
|
|
53
|
-
updateCache(): void;
|
|
54
|
-
sortIkConstraint(constraint: IkConstraint): void;
|
|
55
|
-
sortPathConstraint(constraint: PathConstraint): void;
|
|
56
|
-
sortTransformConstraint(constraint: TransformConstraint): void;
|
|
57
|
-
sortPathConstraintAttachment(skin: Skin, slotIndex: number, slotBone: Bone): void;
|
|
58
|
-
sortPathConstraintAttachmentWith(attachment: Attachment, slotBone: Bone): void;
|
|
59
|
-
sortBone(bone: Bone): void;
|
|
60
|
-
sortReset(bones: Array<Bone>): void;
|
|
61
|
-
/** Updates the world transform for each bone and applies all constraints.
|
|
62
|
-
*
|
|
63
|
-
* See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
|
|
64
|
-
* Runtimes Guide. */
|
|
65
|
-
updateWorldTransform(): void;
|
|
66
|
-
/** Sets the bones, constraints, and slots to their setup pose values. */
|
|
67
|
-
setToSetupPose(): void;
|
|
68
|
-
/** Sets the bones and constraints to their setup pose values. */
|
|
69
|
-
setBonesToSetupPose(): void;
|
|
70
|
-
/** Sets the slots and draw order to their setup pose values. */
|
|
71
|
-
setSlotsToSetupPose(): void;
|
|
72
|
-
/** @returns May return null. */
|
|
73
|
-
getRootBone(): Bone;
|
|
74
|
-
/** @returns May be null. */
|
|
75
|
-
findBone(boneName: string): Bone;
|
|
76
|
-
/** @returns -1 if the bone was not found. */
|
|
77
|
-
findBoneIndex(boneName: string): number;
|
|
78
|
-
/** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it
|
|
79
|
-
* repeatedly.
|
|
80
|
-
* @returns May be null. */
|
|
81
|
-
findSlot(slotName: string): Slot;
|
|
82
|
-
/** @returns -1 if the bone was not found. */
|
|
83
|
-
findSlotIndex(slotName: string): number;
|
|
84
|
-
/** Sets a skin by name.
|
|
85
|
-
*
|
|
86
|
-
* See {@link #setSkin()}. */
|
|
87
|
-
setSkinByName(skinName: string): void;
|
|
88
|
-
/** Sets the skin used to look up attachments before looking in the {@link SkeletonData#defaultSkin default skin}. If the
|
|
89
|
-
* skin is changed, {@link #updateCache()} is called.
|
|
90
|
-
*
|
|
91
|
-
* Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no
|
|
92
|
-
* old skin, each slot's setup mode attachment is attached from the new skin.
|
|
93
|
-
*
|
|
94
|
-
* After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling
|
|
95
|
-
* {@link #setSlotsToSetupPose()}. Also, often {@link AnimationState#apply()} is called before the next time the
|
|
96
|
-
* skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.
|
|
97
|
-
* @param newSkin May be null. */
|
|
98
|
-
setSkin(newSkin: Skin): void;
|
|
99
|
-
/** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot name and attachment
|
|
100
|
-
* name.
|
|
101
|
-
*
|
|
102
|
-
* See {@link #getAttachment()}.
|
|
103
|
-
* @returns May be null. */
|
|
104
|
-
getAttachmentByName(slotName: string, attachmentName: string): Attachment;
|
|
105
|
-
/** Finds an attachment by looking in the {@link #skin} and {@link SkeletonData#defaultSkin} using the slot index and
|
|
106
|
-
* attachment name. First the skin is checked and if the attachment was not found, the default skin is checked.
|
|
107
|
-
*
|
|
108
|
-
* See [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide.
|
|
109
|
-
* @returns May be null. */
|
|
110
|
-
getAttachment(slotIndex: number, attachmentName: string): Attachment;
|
|
111
|
-
/** A convenience method to set an attachment by finding the slot with {@link #findSlot()}, finding the attachment with
|
|
112
|
-
* {@link #getAttachment()}, then setting the slot's {@link Slot#attachment}.
|
|
113
|
-
* @param attachmentName May be null to clear the slot's attachment. */
|
|
114
|
-
setAttachment(slotName: string, attachmentName: string): void;
|
|
115
|
-
/** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method
|
|
116
|
-
* than to call it repeatedly.
|
|
117
|
-
* @return May be null. */
|
|
118
|
-
findIkConstraint(constraintName: string): IkConstraint;
|
|
119
|
-
/** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of
|
|
120
|
-
* this method than to call it repeatedly.
|
|
121
|
-
* @return May be null. */
|
|
122
|
-
findTransformConstraint(constraintName: string): TransformConstraint;
|
|
123
|
-
/** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method
|
|
124
|
-
* than to call it repeatedly.
|
|
125
|
-
* @return May be null. */
|
|
126
|
-
findPathConstraint(constraintName: string): PathConstraint;
|
|
127
|
-
/** Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
|
|
128
|
-
* @param offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB.
|
|
129
|
-
* @param size An output value, the width and height of the AABB.
|
|
130
|
-
* @param temp Working memory to temporarily store attachments' computed world vertices. */
|
|
131
|
-
getBounds(offset: Vector2, size: Vector2, temp?: Array<number>): void;
|
|
132
|
-
/** Increments the skeleton's {@link #time}. */
|
|
133
|
-
update(delta: number): void;
|
|
134
|
-
}
|
|
@@ -1,49 +0,0 @@
|
|
|
1
|
-
import { TransformMode } from "./BoneData";
|
|
2
|
-
import { PositionMode, SpacingMode, RotateMode } from "./PathConstraintData";
|
|
3
|
-
import { BlendMode } from "./BlendMode";
|
|
4
|
-
import { AttachmentLoader } from "./attachments/AttachmentLoader";
|
|
5
|
-
import { SkeletonData } from "./SkeletonData";
|
|
6
|
-
import { CurveTimeline } from "./Animation";
|
|
7
|
-
/** Loads skeleton data in the Spine binary format.
|
|
8
|
-
*
|
|
9
|
-
* See [Spine binary format](http://esotericsoftware.com/spine-binary-format) and
|
|
10
|
-
* [JSON and binary data](http://esotericsoftware.com/spine-loading-skeleton-data#JSON-and-binary-data) in the Spine
|
|
11
|
-
* Runtimes Guide. */
|
|
12
|
-
export declare class SkeletonBinary {
|
|
13
|
-
static AttachmentTypeValues: number[];
|
|
14
|
-
static TransformModeValues: TransformMode[];
|
|
15
|
-
static PositionModeValues: PositionMode[];
|
|
16
|
-
static SpacingModeValues: SpacingMode[];
|
|
17
|
-
static RotateModeValues: RotateMode[];
|
|
18
|
-
static BlendModeValues: BlendMode[];
|
|
19
|
-
static BONE_ROTATE: number;
|
|
20
|
-
static BONE_TRANSLATE: number;
|
|
21
|
-
static BONE_SCALE: number;
|
|
22
|
-
static BONE_SHEAR: number;
|
|
23
|
-
static SLOT_ATTACHMENT: number;
|
|
24
|
-
static SLOT_COLOR: number;
|
|
25
|
-
static SLOT_TWO_COLOR: number;
|
|
26
|
-
static PATH_POSITION: number;
|
|
27
|
-
static PATH_SPACING: number;
|
|
28
|
-
static PATH_MIX: number;
|
|
29
|
-
static CURVE_LINEAR: number;
|
|
30
|
-
static CURVE_STEPPED: number;
|
|
31
|
-
static CURVE_BEZIER: number;
|
|
32
|
-
/** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at
|
|
33
|
-
* runtime than were used in Spine.
|
|
34
|
-
*
|
|
35
|
-
* See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */
|
|
36
|
-
scale: number;
|
|
37
|
-
attachmentLoader: AttachmentLoader;
|
|
38
|
-
private linkedMeshes;
|
|
39
|
-
constructor(attachmentLoader: AttachmentLoader);
|
|
40
|
-
readSkeletonData(binary: Uint8Array): SkeletonData;
|
|
41
|
-
private readSkin;
|
|
42
|
-
private readAttachment;
|
|
43
|
-
private readVertices;
|
|
44
|
-
private readFloatArray;
|
|
45
|
-
private readShortArray;
|
|
46
|
-
private readAnimation;
|
|
47
|
-
private readCurve;
|
|
48
|
-
setCurve(timeline: CurveTimeline, frameIndex: number, cx1: number, cy1: number, cx2: number, cy2: number): void;
|
|
49
|
-
}
|
|
@@ -1,48 +0,0 @@
|
|
|
1
|
-
import { BoundingBoxAttachment } from "./attachments/BoundingBoxAttachment";
|
|
2
|
-
import { Skeleton } from "./Skeleton";
|
|
3
|
-
/** Collects each visible {@link BoundingBoxAttachment} and computes the world vertices for its polygon. The polygon vertices are
|
|
4
|
-
* provided along with convenience methods for doing hit detection. */
|
|
5
|
-
export declare class SkeletonBounds {
|
|
6
|
-
/** The left edge of the axis aligned bounding box. */
|
|
7
|
-
minX: number;
|
|
8
|
-
/** The bottom edge of the axis aligned bounding box. */
|
|
9
|
-
minY: number;
|
|
10
|
-
/** The right edge of the axis aligned bounding box. */
|
|
11
|
-
maxX: number;
|
|
12
|
-
/** The top edge of the axis aligned bounding box. */
|
|
13
|
-
maxY: number;
|
|
14
|
-
/** The visible bounding boxes. */
|
|
15
|
-
boundingBoxes: BoundingBoxAttachment[];
|
|
16
|
-
/** The world vertices for the bounding box polygons. */
|
|
17
|
-
polygons: ArrayLike<number>[];
|
|
18
|
-
private polygonPool;
|
|
19
|
-
/** Clears any previous polygons, finds all visible bounding box attachments, and computes the world vertices for each bounding
|
|
20
|
-
* box's polygon.
|
|
21
|
-
* @param updateAabb If true, the axis aligned bounding box containing all the polygons is computed. If false, the
|
|
22
|
-
* SkeletonBounds AABB methods will always return true. */
|
|
23
|
-
update(skeleton: Skeleton, updateAabb: boolean): void;
|
|
24
|
-
aabbCompute(): void;
|
|
25
|
-
/** Returns true if the axis aligned bounding box contains the point. */
|
|
26
|
-
aabbContainsPoint(x: number, y: number): boolean;
|
|
27
|
-
/** Returns true if the axis aligned bounding box intersects the line segment. */
|
|
28
|
-
aabbIntersectsSegment(x1: number, y1: number, x2: number, y2: number): boolean;
|
|
29
|
-
/** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
|
|
30
|
-
aabbIntersectsSkeleton(bounds: SkeletonBounds): boolean;
|
|
31
|
-
/** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
|
|
32
|
-
* efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */
|
|
33
|
-
containsPoint(x: number, y: number): BoundingBoxAttachment;
|
|
34
|
-
/** Returns true if the polygon contains the point. */
|
|
35
|
-
containsPointPolygon(polygon: ArrayLike<number>, x: number, y: number): boolean;
|
|
36
|
-
/** Returns the first bounding box attachment that contains any part of the line segment, or null. When doing many checks, it
|
|
37
|
-
* is usually more efficient to only call this method if {@link #aabbIntersectsSegment()} returns
|
|
38
|
-
* true. */
|
|
39
|
-
intersectsSegment(x1: number, y1: number, x2: number, y2: number): BoundingBoxAttachment;
|
|
40
|
-
/** Returns true if the polygon contains any part of the line segment. */
|
|
41
|
-
intersectsSegmentPolygon(polygon: ArrayLike<number>, x1: number, y1: number, x2: number, y2: number): boolean;
|
|
42
|
-
/** Returns the polygon for the specified bounding box, or null. */
|
|
43
|
-
getPolygon(boundingBox: BoundingBoxAttachment): ArrayLike<number>;
|
|
44
|
-
/** The width of the axis aligned bounding box. */
|
|
45
|
-
getWidth(): number;
|
|
46
|
-
/** The height of the axis aligned bounding box. */
|
|
47
|
-
getHeight(): number;
|
|
48
|
-
}
|
|
@@ -1,22 +0,0 @@
|
|
|
1
|
-
import { ClippingAttachment } from "./attachments/ClippingAttachment";
|
|
2
|
-
import { Slot } from "./Slot";
|
|
3
|
-
import { Color, ArrayLike } from "./Utils";
|
|
4
|
-
export declare class SkeletonClipping {
|
|
5
|
-
private triangulator;
|
|
6
|
-
private clippingPolygon;
|
|
7
|
-
private clipOutput;
|
|
8
|
-
clippedVertices: number[];
|
|
9
|
-
clippedTriangles: number[];
|
|
10
|
-
private scratch;
|
|
11
|
-
private clipAttachment;
|
|
12
|
-
private clippingPolygons;
|
|
13
|
-
clipStart(slot: Slot, clip: ClippingAttachment): number;
|
|
14
|
-
clipEndWithSlot(slot: Slot): void;
|
|
15
|
-
clipEnd(): void;
|
|
16
|
-
isClipping(): boolean;
|
|
17
|
-
clipTriangles(vertices: ArrayLike<number>, verticesLength: number, triangles: ArrayLike<number>, trianglesLength: number, uvs: ArrayLike<number>, light: Color, dark: Color, twoColor: boolean): void;
|
|
18
|
-
/** Clips the input triangle against the convex, clockwise clipping area. If the triangle lies entirely within the clipping
|
|
19
|
-
* area, false is returned. The clipping area must duplicate the first vertex at the end of the vertices list. */
|
|
20
|
-
clip(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, clippingArea: Array<number>, output: Array<number>): boolean;
|
|
21
|
-
static makeClockwise(polygon: ArrayLike<number>): void;
|
|
22
|
-
}
|
|
@@ -1,89 +0,0 @@
|
|
|
1
|
-
import { BoneData } from "./BoneData";
|
|
2
|
-
import { SlotData } from "./SlotData";
|
|
3
|
-
import { Skin } from "./Skin";
|
|
4
|
-
import { EventData } from "./EventData";
|
|
5
|
-
import { IkConstraintData } from "./IkConstraintData";
|
|
6
|
-
import { TransformConstraintData } from "./TransformConstraintData";
|
|
7
|
-
import { PathConstraintData } from "./PathConstraintData";
|
|
8
|
-
import { Animation } from "./Animation";
|
|
9
|
-
/** Stores the setup pose and all of the stateless data for a skeleton.
|
|
10
|
-
*
|
|
11
|
-
* See [Data objects](http://esotericsoftware.com/spine-runtime-architecture#Data-objects) in the Spine Runtimes
|
|
12
|
-
* Guide. */
|
|
13
|
-
export declare class SkeletonData {
|
|
14
|
-
/** The skeleton's name, which by default is the name of the skeleton data file, if possible. May be null. */
|
|
15
|
-
name: string;
|
|
16
|
-
/** The skeleton's bones, sorted parent first. The root bone is always the first bone. */
|
|
17
|
-
bones: BoneData[];
|
|
18
|
-
/** The skeleton's slots. */
|
|
19
|
-
slots: SlotData[];
|
|
20
|
-
skins: Skin[];
|
|
21
|
-
/** The skeleton's default skin. By default this skin contains all attachments that were not in a skin in Spine.
|
|
22
|
-
*
|
|
23
|
-
* See {@link Skeleton#getAttachmentByName()}.
|
|
24
|
-
* May be null. */
|
|
25
|
-
defaultSkin: Skin;
|
|
26
|
-
/** The skeleton's events. */
|
|
27
|
-
events: EventData[];
|
|
28
|
-
/** The skeleton's animations. */
|
|
29
|
-
animations: Animation[];
|
|
30
|
-
/** The skeleton's IK constraints. */
|
|
31
|
-
ikConstraints: IkConstraintData[];
|
|
32
|
-
/** The skeleton's transform constraints. */
|
|
33
|
-
transformConstraints: TransformConstraintData[];
|
|
34
|
-
/** The skeleton's path constraints. */
|
|
35
|
-
pathConstraints: PathConstraintData[];
|
|
36
|
-
/** The X coordinate of the skeleton's axis aligned bounding box in the setup pose. */
|
|
37
|
-
x: number;
|
|
38
|
-
/** The Y coordinate of the skeleton's axis aligned bounding box in the setup pose. */
|
|
39
|
-
y: number;
|
|
40
|
-
/** The width of the skeleton's axis aligned bounding box in the setup pose. */
|
|
41
|
-
width: number;
|
|
42
|
-
/** The height of the skeleton's axis aligned bounding box in the setup pose. */
|
|
43
|
-
height: number;
|
|
44
|
-
/** The Spine version used to export the skeleton data, or null. */
|
|
45
|
-
version: string;
|
|
46
|
-
/** The skeleton data hash. This value will change if any of the skeleton data has changed. May be null. */
|
|
47
|
-
hash: string;
|
|
48
|
-
/** The dopesheet FPS in Spine. Available only when nonessential data was exported. */
|
|
49
|
-
fps: number;
|
|
50
|
-
/** The path to the images directory as defined in Spine. Available only when nonessential data was exported. May be null. */
|
|
51
|
-
imagesPath: string;
|
|
52
|
-
/** The path to the audio directory as defined in Spine. Available only when nonessential data was exported. May be null. */
|
|
53
|
-
audioPath: string;
|
|
54
|
-
/** Finds a bone by comparing each bone's name. It is more efficient to cache the results of this method than to call it
|
|
55
|
-
* multiple times.
|
|
56
|
-
* @returns May be null. */
|
|
57
|
-
findBone(boneName: string): BoneData;
|
|
58
|
-
findBoneIndex(boneName: string): number;
|
|
59
|
-
/** Finds a slot by comparing each slot's name. It is more efficient to cache the results of this method than to call it
|
|
60
|
-
* multiple times.
|
|
61
|
-
* @returns May be null. */
|
|
62
|
-
findSlot(slotName: string): SlotData;
|
|
63
|
-
findSlotIndex(slotName: string): number;
|
|
64
|
-
/** Finds a skin by comparing each skin's name. It is more efficient to cache the results of this method than to call it
|
|
65
|
-
* multiple times.
|
|
66
|
-
* @returns May be null. */
|
|
67
|
-
findSkin(skinName: string): Skin;
|
|
68
|
-
/** Finds an event by comparing each events's name. It is more efficient to cache the results of this method than to call it
|
|
69
|
-
* multiple times.
|
|
70
|
-
* @returns May be null. */
|
|
71
|
-
findEvent(eventDataName: string): EventData;
|
|
72
|
-
/** Finds an animation by comparing each animation's name. It is more efficient to cache the results of this method than to
|
|
73
|
-
* call it multiple times.
|
|
74
|
-
* @returns May be null. */
|
|
75
|
-
findAnimation(animationName: string): Animation;
|
|
76
|
-
/** Finds an IK constraint by comparing each IK constraint's name. It is more efficient to cache the results of this method
|
|
77
|
-
* than to call it multiple times.
|
|
78
|
-
* @return May be null. */
|
|
79
|
-
findIkConstraint(constraintName: string): IkConstraintData;
|
|
80
|
-
/** Finds a transform constraint by comparing each transform constraint's name. It is more efficient to cache the results of
|
|
81
|
-
* this method than to call it multiple times.
|
|
82
|
-
* @return May be null. */
|
|
83
|
-
findTransformConstraint(constraintName: string): TransformConstraintData;
|
|
84
|
-
/** Finds a path constraint by comparing each path constraint's name. It is more efficient to cache the results of this method
|
|
85
|
-
* than to call it multiple times.
|
|
86
|
-
* @return May be null. */
|
|
87
|
-
findPathConstraint(constraintName: string): PathConstraintData;
|
|
88
|
-
findPathConstraintIndex(pathConstraintName: string): number;
|
|
89
|
-
}
|
|
@@ -1,34 +0,0 @@
|
|
|
1
|
-
import { AttachmentLoader } from "./attachments/AttachmentLoader";
|
|
2
|
-
import { SkeletonData } from "./SkeletonData";
|
|
3
|
-
import { TransformMode } from "./BoneData";
|
|
4
|
-
import { PositionMode, SpacingMode, RotateMode } from "./PathConstraintData";
|
|
5
|
-
import { Skin } from "./Skin";
|
|
6
|
-
import { VertexAttachment, Attachment } from "./attachments/Attachment";
|
|
7
|
-
import { CurveTimeline } from "./Animation";
|
|
8
|
-
import { BlendMode } from "./BlendMode";
|
|
9
|
-
/** Loads skeleton data in the Spine JSON format.
|
|
10
|
-
*
|
|
11
|
-
* See [Spine JSON format](http://esotericsoftware.com/spine-json-format) and
|
|
12
|
-
* [JSON and binary data](http://esotericsoftware.com/spine-loading-skeleton-data#JSON-and-binary-data) in the Spine
|
|
13
|
-
* Runtimes Guide. */
|
|
14
|
-
export declare class SkeletonJson {
|
|
15
|
-
attachmentLoader: AttachmentLoader;
|
|
16
|
-
/** Scales bone positions, image sizes, and translations as they are loaded. This allows different size images to be used at
|
|
17
|
-
* runtime than were used in Spine.
|
|
18
|
-
*
|
|
19
|
-
* See [Scaling](http://esotericsoftware.com/spine-loading-skeleton-data#Scaling) in the Spine Runtimes Guide. */
|
|
20
|
-
scale: number;
|
|
21
|
-
private linkedMeshes;
|
|
22
|
-
constructor(attachmentLoader: AttachmentLoader);
|
|
23
|
-
readSkeletonData(json: string | any): SkeletonData;
|
|
24
|
-
readAttachment(map: any, skin: Skin, slotIndex: number, name: string, skeletonData: SkeletonData): Attachment;
|
|
25
|
-
readVertices(map: any, attachment: VertexAttachment, verticesLength: number): void;
|
|
26
|
-
readAnimation(map: any, name: string, skeletonData: SkeletonData): void;
|
|
27
|
-
readCurve(map: any, timeline: CurveTimeline, frameIndex: number): void;
|
|
28
|
-
getValue(map: any, prop: string, defaultValue: any): any;
|
|
29
|
-
static blendModeFromString(str: string): BlendMode;
|
|
30
|
-
static positionModeFromString(str: string): PositionMode;
|
|
31
|
-
static spacingModeFromString(str: string): SpacingMode;
|
|
32
|
-
static rotateModeFromString(str: string): RotateMode;
|
|
33
|
-
static transformModeFromString(str: string): TransformMode;
|
|
34
|
-
}
|
|
@@ -1,43 +0,0 @@
|
|
|
1
|
-
import { Attachment } from "./attachments/Attachment";
|
|
2
|
-
import { BoneData } from "./BoneData";
|
|
3
|
-
import { ConstraintData } from "./ConstraintData";
|
|
4
|
-
import { Skeleton } from "./Skeleton";
|
|
5
|
-
import { Map } from './Utils';
|
|
6
|
-
/** Stores an entry in the skin consisting of the slot index, name, and attachment **/
|
|
7
|
-
export declare class SkinEntry {
|
|
8
|
-
slotIndex: number;
|
|
9
|
-
name: string;
|
|
10
|
-
attachment: Attachment;
|
|
11
|
-
constructor(slotIndex: number, name: string, attachment: Attachment);
|
|
12
|
-
}
|
|
13
|
-
/** Stores attachments by slot index and attachment name.
|
|
14
|
-
*
|
|
15
|
-
* See SkeletonData {@link SkeletonData#defaultSkin}, Skeleton {@link Skeleton#skin}, and
|
|
16
|
-
* [Runtime skins](http://esotericsoftware.com/spine-runtime-skins) in the Spine Runtimes Guide. */
|
|
17
|
-
export declare class Skin {
|
|
18
|
-
/** The skin's name, which is unique across all skins in the skeleton. */
|
|
19
|
-
name: string;
|
|
20
|
-
attachments: Map<Attachment>[];
|
|
21
|
-
bones: BoneData[];
|
|
22
|
-
constraints: ConstraintData[];
|
|
23
|
-
constructor(name: string);
|
|
24
|
-
/** Adds an attachment to the skin for the specified slot index and name. */
|
|
25
|
-
setAttachment(slotIndex: number, name: string, attachment: Attachment): void;
|
|
26
|
-
/** Adds all attachments, bones, and constraints from the specified skin to this skin. */
|
|
27
|
-
addSkin(skin: Skin): void;
|
|
28
|
-
/** Adds all bones and constraints and copies of all attachments from the specified skin to this skin. Mesh attachments are not
|
|
29
|
-
* copied, instead a new linked mesh is created. The attachment copies can be modified without affecting the originals. */
|
|
30
|
-
copySkin(skin: Skin): void;
|
|
31
|
-
/** Returns the attachment for the specified slot index and name, or null. */
|
|
32
|
-
getAttachment(slotIndex: number, name: string): Attachment;
|
|
33
|
-
/** Removes the attachment in the skin for the specified slot index and name, if any. */
|
|
34
|
-
removeAttachment(slotIndex: number, name: string): void;
|
|
35
|
-
/** Returns all attachments in this skin. */
|
|
36
|
-
getAttachments(): Array<SkinEntry>;
|
|
37
|
-
/** Returns all attachments in this skin for the specified slot index. */
|
|
38
|
-
getAttachmentsForSlot(slotIndex: number, attachments: Array<SkinEntry>): void;
|
|
39
|
-
/** Clears all attachments, bones, and constraints. */
|
|
40
|
-
clear(): void;
|
|
41
|
-
/** Attach each attachment in this skin if the corresponding attachment in the old skin is currently attached. */
|
|
42
|
-
attachAll(skeleton: Skeleton, oldSkin: Skin): void;
|
|
43
|
-
}
|
|
@@ -1,42 +0,0 @@
|
|
|
1
|
-
import { SlotData } from "./SlotData";
|
|
2
|
-
import { Bone } from "./Bone";
|
|
3
|
-
import { Color } from "./Utils";
|
|
4
|
-
import { Attachment } from "./attachments/Attachment";
|
|
5
|
-
import { Skeleton } from "./Skeleton";
|
|
6
|
-
/** Stores a slot's current pose. Slots organize attachments for {@link Skeleton#drawOrder} purposes and provide a place to store
|
|
7
|
-
* state for an attachment. State cannot be stored in an attachment itself because attachments are stateless and may be shared
|
|
8
|
-
* across multiple skeletons. */
|
|
9
|
-
export declare class Slot {
|
|
10
|
-
/** The slot's setup pose data. */
|
|
11
|
-
data: SlotData;
|
|
12
|
-
/** The bone this slot belongs to. */
|
|
13
|
-
bone: Bone;
|
|
14
|
-
/** The color used to tint the slot's attachment. If {@link #getDarkColor()} is set, this is used as the light color for two
|
|
15
|
-
* color tinting. */
|
|
16
|
-
color: Color;
|
|
17
|
-
/** The dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark
|
|
18
|
-
* color's alpha is not used. */
|
|
19
|
-
darkColor: Color;
|
|
20
|
-
attachment: Attachment;
|
|
21
|
-
private attachmentTime;
|
|
22
|
-
attachmentState: number;
|
|
23
|
-
/** Values to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
|
|
24
|
-
* weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
|
|
25
|
-
*
|
|
26
|
-
* See {@link VertexAttachment#computeWorldVertices()} and {@link DeformTimeline}. */
|
|
27
|
-
deform: number[];
|
|
28
|
-
constructor(data: SlotData, bone: Bone);
|
|
29
|
-
/** The skeleton this slot belongs to. */
|
|
30
|
-
getSkeleton(): Skeleton;
|
|
31
|
-
/** The current attachment for the slot, or null if the slot has no attachment. */
|
|
32
|
-
getAttachment(): Attachment;
|
|
33
|
-
/** Sets the slot's attachment and, if the attachment changed, resets {@link #attachmentTime} and clears {@link #deform}.
|
|
34
|
-
* @param attachment May be null. */
|
|
35
|
-
setAttachment(attachment: Attachment): void;
|
|
36
|
-
setAttachmentTime(time: number): void;
|
|
37
|
-
/** The time that has elapsed since the last time the attachment was set or cleared. Relies on Skeleton
|
|
38
|
-
* {@link Skeleton#time}. */
|
|
39
|
-
getAttachmentTime(): number;
|
|
40
|
-
/** Sets this slot to the setup pose. */
|
|
41
|
-
setToSetupPose(): void;
|
|
42
|
-
}
|