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+/******************************************************************************
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+ * Spine Runtimes License Agreement
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+ * Last updated July 28, 2023. Replaces all prior versions.
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+ *
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+ * Copyright (c) 2013-2023, Esoteric Software LLC
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+ *
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+ * Integration of the Spine Runtimes into software or otherwise creating
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+ * derivative works of the Spine Runtimes is permitted under the terms and
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+ * conditions of Section 2 of the Spine Editor License Agreement:
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+ * http://esotericsoftware.com/spine-editor-license
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+ *
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+ * Otherwise, it is permitted to integrate the Spine Runtimes into software or
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+ * otherwise create derivative works of the Spine Runtimes (collectively,
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+ * "Products"), provided that each user of the Products must obtain their own
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+ * Spine Editor license and redistribution of the Products in any form must
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+ * include this license and copyright notice.
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+ *
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+ * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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+ * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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+ * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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+ * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+import { SpinePlugin } from "./SpinePlugin.js";
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+import { AnimationState, AnimationStateData, Bone, Skeleton } from "@esotericsoftware/spine-core";
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+declare class BaseSpineGameObject extends Phaser.GameObjects.GameObject {
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+ constructor(scene: Phaser.Scene, type: string);
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+}
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+/** A bounds provider calculates the bounding box for a skeleton, which is then assigned as the size of the SpineGameObject. */
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+export interface SpineGameObjectBoundsProvider {
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+ calculateBounds(gameObject: SpineGameObject): {
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+ x: number;
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+ y: number;
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+ width: number;
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+ height: number;
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+ };
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+}
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+/** A bounds provider that calculates the bounding box from the setup pose. */
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+export declare class SetupPoseBoundsProvider implements SpineGameObjectBoundsProvider {
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+ private clipping;
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+ /**
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+ * @param clipping If true, clipping attachments are used to compute the bounds. False, by default.
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+ */
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+ constructor(clipping?: boolean);
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+ calculateBounds(gameObject: SpineGameObject): {
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+ x: number;
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+ y: number;
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+ width: number;
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+ height: number;
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+ };
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+}
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+/** A bounds provider that calculates the bounding box by taking the maximumg bounding box for a combination of skins and specific animation. */
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+export declare class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsProvider {
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+ private animation;
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+ private skins;
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+ private timeStep;
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+ private clipping;
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+ /**
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+ * @param animation The animation to use for calculating the bounds. If null, the setup pose is used.
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+ * @param skins The skins to use for calculating the bounds. If empty, the default skin is used.
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+ * @param timeStep The time step to use for calculating the bounds. A smaller time step means more precision, but slower calculation.
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+ * @param clipping If true, clipping attachments are used to compute the bounds. False, by default.
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+ */
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+ constructor(animation: string | null, skins?: string[], timeStep?: number, clipping?: boolean);
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+ calculateBounds(gameObject: SpineGameObject): {
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+ x: number;
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+ y: number;
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+ width: number;
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+ height: number;
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+ };
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+}
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+declare const SpineGameObject_base: typeof BaseSpineGameObject & import("./mixins.js").Type<Phaser.GameObjects.Components.Alpha, any[]> & import("./mixins.js").Type<Phaser.GameObjects.Components.Visible, any[]> & import("./mixins.js").Type<Phaser.GameObjects.Components.Transform, any[]> & import("./mixins.js").Type<Phaser.GameObjects.Components.ScrollFactor, any[]> & import("./mixins.js").Type<Phaser.GameObjects.Components.Flip, any[]> & import("./mixins.js").Type<Phaser.GameObjects.Components.ComputedSize, any[]> & import("./mixins.js").Type<Phaser.GameObjects.Components.Origin, any[]> & import("./mixins.js").Type<Phaser.GameObjects.Components.Depth, any[]>;
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+/**
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+ * A SpineGameObject is a Phaser {@link GameObject} that can be added to a Phaser Scene and render a Spine skeleton.
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+ *
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+ * The Spine GameObject is a thin wrapper around a Spine {@link Skeleton}, {@link AnimationState} and {@link AnimationStateData}. It is responsible for:
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+ * - updating the animation state
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+ * - applying the animation state to the skeleton's bones, slots, attachments, and draw order.
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+ * - updating the skeleton's bone world transforms
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+ * - rendering the skeleton
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+ *
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+ * See the {@link SpinePlugin} class for more information on how to create a `SpineGameObject`.
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+ *
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+ * The skeleton, animation state, and animation state data can be accessed via the repsective fields. They can be manually updated via {@link updatePose}.
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+ *
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+ * To modify the bone hierarchy before the world transforms are computed, a callback can be set via the {@link beforeUpdateWorldTransforms} field.
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+ *
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+ * To modify the bone hierarchy after the world transforms are computed, a callback can be set via the {@link afterUpdateWorldTransforms} field.
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+ *
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+ * The class also features methods to convert between the skeleton coordinate system and the Phaser coordinate system.
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+ *
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+ * See {@link skeletonToPhaserWorldCoordinates}, {@link phaserWorldCoordinatesToSkeleton}, and {@link phaserWorldCoordinatesToBoneLocal.}
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+ */
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+export declare class SpineGameObject extends SpineGameObject_base {
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+ private plugin;
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+ boundsProvider: SpineGameObjectBoundsProvider;
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+ blendMode: number;
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+ skeleton: Skeleton;
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+ animationStateData: AnimationStateData;
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+ animationState: AnimationState;
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+ beforeUpdateWorldTransforms: (object: SpineGameObject) => void;
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+ afterUpdateWorldTransforms: (object: SpineGameObject) => void;
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+ private premultipliedAlpha;
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+ constructor(scene: Phaser.Scene, plugin: SpinePlugin, x: number, y: number, dataKey: string, atlasKey: string, boundsProvider?: SpineGameObjectBoundsProvider);
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+ updateSize(): void;
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+ /** Converts a point from the skeleton coordinate system to the Phaser world coordinate system. */
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+ skeletonToPhaserWorldCoordinates(point: {
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+ x: number;
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+ y: number;
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+ }): void;
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+ /** Converts a point from the Phaser world coordinate system to the skeleton coordinate system. */
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+ phaserWorldCoordinatesToSkeleton(point: {
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+ x: number;
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+ y: number;
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+ }): void;
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+ /** Converts a point from the Phaser world coordinate system to the bone's local coordinate system. */
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+ phaserWorldCoordinatesToBone(point: {
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+ x: number;
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+ y: number;
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+ }, bone: Bone): void;
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+ /**
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+ * Updates the {@link AnimationState}, applies it to the {@link Skeleton}, then updates the world transforms of all bones.
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+ * @param delta The time delta in milliseconds
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+ */
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+ updatePose(delta: number): void;
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+ preUpdate(time: number, delta: number): void;
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+ preDestroy(): void;
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+ willRender(camera: Phaser.Cameras.Scene2D.Camera): boolean;
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+ renderWebGL(renderer: Phaser.Renderer.WebGL.WebGLRenderer, src: SpineGameObject, camera: Phaser.Cameras.Scene2D.Camera, parentMatrix: Phaser.GameObjects.Components.TransformMatrix): void;
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+ renderCanvas(renderer: Phaser.Renderer.Canvas.CanvasRenderer, src: SpineGameObject, camera: Phaser.Cameras.Scene2D.Camera, parentMatrix: Phaser.GameObjects.Components.TransformMatrix): void;
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+}
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+export {};
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