/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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. * * THE SPINE RUNTIMES ARE 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 THE * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ import { SpinePlugin } from "./SpinePlugin.js"; import { AnimationState, AnimationStateData, Bone, Skeleton } from "@esotericsoftware/spine-core"; declare class BaseSpineGameObject extends Phaser.GameObjects.GameObject { constructor(scene: Phaser.Scene, type: string); } /** A bounds provider calculates the bounding box for a skeleton, which is then assigned as the size of the SpineGameObject. */ export interface SpineGameObjectBoundsProvider { calculateBounds(gameObject: SpineGameObject): { x: number; y: number; width: number; height: number; }; } /** A bounds provider that calculates the bounding box from the setup pose. */ export declare class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider { private clipping; /** * @param clipping If true, clipping attachments are used to compute the bounds. False, by default. */ constructor(clipping?: boolean); calculateBounds(gameObject: SpineGameObject): { x: number; y: number; width: number; height: number; }; } /** A bounds provider that calculates the bounding box by taking the maximumg bounding box for a combination of skins and specific animation. */ export declare class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsProvider { private animation; private skins; private timeStep; private clipping; /** * @param animation The animation to use for calculating the bounds. If null, the setup pose is used. * @param skins The skins to use for calculating the bounds. If empty, the default skin is used. * @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation. * @param clipping If true, clipping attachments are used to compute the bounds. False, by default. */ constructor(animation: string | null, skins?: string[], timeStep?: number, clipping?: boolean); calculateBounds(gameObject: SpineGameObject): { x: number; y: number; width: number; height: number; }; } declare const SpineGameObject_base: typeof BaseSpineGameObject & import("./mixins.js").Type & import("./mixins.js").Type & import("./mixins.js").Type & import("./mixins.js").Type & import("./mixins.js").Type & import("./mixins.js").Type & import("./mixins.js").Type & import("./mixins.js").Type; /** * A SpineGameObject is a Phaser {@link GameObject} that can be added to a Phaser Scene and render a Spine skeleton. * * The Spine GameObject is a thin wrapper around a Spine {@link Skeleton}, {@link AnimationState} and {@link AnimationStateData}. It is responsible for: * - updating the animation state * - applying the animation state to the skeleton's bones, slots, attachments, and draw order. * - updating the skeleton's bone world transforms * - rendering the skeleton * * See the {@link SpinePlugin} class for more information on how to create a `SpineGameObject`. * * The skeleton, animation state, and animation state data can be accessed via the repsective fields. They can be manually updated via {@link updatePose}. * * To modify the bone hierarchy before the world transforms are computed, a callback can be set via the {@link beforeUpdateWorldTransforms} field. * * To modify the bone hierarchy after the world transforms are computed, a callback can be set via the {@link afterUpdateWorldTransforms} field. * * The class also features methods to convert between the skeleton coordinate system and the Phaser coordinate system. * * See {@link skeletonToPhaserWorldCoordinates}, {@link phaserWorldCoordinatesToSkeleton}, and {@link phaserWorldCoordinatesToBoneLocal.} */ export declare class SpineGameObject extends SpineGameObject_base { private plugin; boundsProvider: SpineGameObjectBoundsProvider; blendMode: number; skeleton: Skeleton; animationStateData: AnimationStateData; animationState: AnimationState; beforeUpdateWorldTransforms: (object: SpineGameObject) => void; afterUpdateWorldTransforms: (object: SpineGameObject) => void; private premultipliedAlpha; constructor(scene: Phaser.Scene, plugin: SpinePlugin, x: number, y: number, dataKey: string, atlasKey: string, boundsProvider?: SpineGameObjectBoundsProvider); updateSize(): void; /** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */ skeletonToPhaserWorldCoordinates(point: { x: number; y: number; }): void; /** Converts a point from the Phaser world coordinate system to the skeleton coordinate system. */ phaserWorldCoordinatesToSkeleton(point: { x: number; y: number; }): void; /** Converts a point from the Phaser world coordinate system to the bone's local coordinate system. */ phaserWorldCoordinatesToBone(point: { x: number; y: number; }, bone: Bone): void; /** * Updates the {@link AnimationState}, applies it to the {@link Skeleton}, then updates the world transforms of all bones. * @param delta The time delta in milliseconds */ updatePose(delta: number): void; preUpdate(time: number, delta: number): void; preDestroy(): void; willRender(camera: Phaser.Cameras.Scene2D.Camera): boolean; renderWebGL(renderer: Phaser.Renderer.WebGL.WebGLRenderer, src: SpineGameObject, camera: Phaser.Cameras.Scene2D.Camera, parentMatrix: Phaser.GameObjects.Components.TransformMatrix): void; renderCanvas(renderer: Phaser.Renderer.Canvas.CanvasRenderer, src: SpineGameObject, camera: Phaser.Cameras.Scene2D.Camera, parentMatrix: Phaser.GameObjects.Components.TransformMatrix): void; } export {};