重新修正忽视规则,防止clone后项目无法复现
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, 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
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* or 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import { BoneData, Inherit } from "./BoneData.js";
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import { Physics, Skeleton } from "./Skeleton.js";
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import { Updatable } from "./Updatable.js";
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import { Vector2 } from "./Utils.js";
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/** Stores a bone's current pose.
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*
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* A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a
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* local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a
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* constraint or application code modifies the world transform after it was computed from the local transform. */
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export declare class Bone implements Updatable {
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/** The bone's setup pose data. */
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data: BoneData;
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/** The skeleton this bone belongs to. */
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skeleton: Skeleton;
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/** The parent bone, or null if this is the root bone. */
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parent: Bone | null;
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/** The immediate children of this bone. */
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children: Bone[];
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/** The local x translation. */
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x: number;
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/** The local y translation. */
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y: number;
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/** The local rotation in degrees, counter clockwise. */
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rotation: number;
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/** The local scaleX. */
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scaleX: number;
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/** The local scaleY. */
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scaleY: number;
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/** The local shearX. */
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shearX: number;
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/** The local shearY. */
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shearY: number;
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/** The applied local x translation. */
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ax: number;
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/** The applied local y translation. */
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ay: number;
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/** The applied local rotation in degrees, counter clockwise. */
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arotation: number;
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/** The applied local scaleX. */
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ascaleX: number;
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/** The applied local scaleY. */
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ascaleY: number;
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/** The applied local shearX. */
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ashearX: number;
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/** The applied local shearY. */
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ashearY: number;
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/** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */
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a: number;
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/** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */
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b: number;
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/** Part of the world transform matrix for the X axis. If changed, {@link #updateAppliedTransform()} should be called. */
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c: number;
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/** Part of the world transform matrix for the Y axis. If changed, {@link #updateAppliedTransform()} should be called. */
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d: number;
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/** The world X position. If changed, {@link #updateAppliedTransform()} should be called. */
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worldY: number;
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/** The world Y position. If changed, {@link #updateAppliedTransform()} should be called. */
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worldX: number;
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inherit: Inherit;
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sorted: boolean;
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active: boolean;
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/** @param parent May be null. */
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constructor(data: BoneData, skeleton: Skeleton, parent: Bone | null);
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/** Returns false when the bone has not been computed because {@link BoneData#skinRequired} is true and the
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* {@link Skeleton#skin active skin} does not {@link Skin#bones contain} this bone. */
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isActive(): boolean;
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/** Computes the world transform using the parent bone and this bone's local applied transform. */
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update(physics: Physics): void;
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/** Computes the world transform using the parent bone and this bone's local transform.
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*
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* See {@link #updateWorldTransformWith()}. */
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updateWorldTransform(): void;
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/** Computes the world transform using the parent bone and the specified local transform. The applied transform is set to the
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* specified local transform. Child bones are not updated.
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*
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* See [World transforms](http://esotericsoftware.com/spine-runtime-skeletons#World-transforms) in the Spine
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* Runtimes Guide. */
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updateWorldTransformWith(x: number, y: number, rotation: number, scaleX: number, scaleY: number, shearX: number, shearY: number): void;
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/** Sets this bone's local transform to the setup pose. */
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setToSetupPose(): void;
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/** Computes the applied transform values from the world transform.
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*
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* If the world transform is modified (by a constraint, {@link #rotateWorld(float)}, etc) then this method should be called so
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* the applied transform matches the world transform. The applied transform may be needed by other code (eg to apply other
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* constraints).
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*
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* Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The applied transform after
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* calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. */
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updateAppliedTransform(): void;
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/** The world rotation for the X axis, calculated using {@link #a} and {@link #c}. */
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getWorldRotationX(): number;
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/** The world rotation for the Y axis, calculated using {@link #b} and {@link #d}. */
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getWorldRotationY(): number;
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/** The magnitude (always positive) of the world scale X, calculated using {@link #a} and {@link #c}. */
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getWorldScaleX(): number;
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/** The magnitude (always positive) of the world scale Y, calculated using {@link #b} and {@link #d}. */
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getWorldScaleY(): number;
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/** Transforms a point from world coordinates to the bone's local coordinates. */
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worldToLocal(world: Vector2): Vector2;
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/** Transforms a point from the bone's local coordinates to world coordinates. */
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localToWorld(local: Vector2): Vector2;
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/** Transforms a point from world coordinates to the parent bone's local coordinates. */
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worldToParent(world: Vector2): Vector2;
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/** Transforms a point from the parent bone's coordinates to world coordinates. */
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parentToWorld(world: Vector2): Vector2;
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/** Transforms a world rotation to a local rotation. */
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worldToLocalRotation(worldRotation: number): number;
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/** Transforms a local rotation to a world rotation. */
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localToWorldRotation(localRotation: number): number;
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/** Rotates the world transform the specified amount.
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* <p>
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* After changes are made to the world transform, {@link #updateAppliedTransform()} should be called and
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* {@link #update(Physics)} will need to be called on any child bones, recursively. */
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rotateWorld(degrees: number): void;
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}
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