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 { BoundingBoxAttachment } from "./attachments/BoundingBoxAttachment.js";
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import { Skeleton } from "./Skeleton.js";
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import { NumberArrayLike } from "./Utils.js";
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/** Collects each visible {@link BoundingBoxAttachment} and computes the world vertices for its polygon. The polygon vertices are
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* provided along with convenience methods for doing hit detection. */
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export declare class SkeletonBounds {
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/** The left edge of the axis aligned bounding box. */
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minX: number;
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/** The bottom edge of the axis aligned bounding box. */
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minY: number;
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/** The right edge of the axis aligned bounding box. */
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maxX: number;
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/** The top edge of the axis aligned bounding box. */
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maxY: number;
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/** The visible bounding boxes. */
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boundingBoxes: BoundingBoxAttachment[];
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/** The world vertices for the bounding box polygons. */
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polygons: NumberArrayLike[];
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private polygonPool;
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/** Clears any previous polygons, finds all visible bounding box attachments, and computes the world vertices for each bounding
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* box's polygon.
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* @param updateAabb If true, the axis aligned bounding box containing all the polygons is computed. If false, the
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* SkeletonBounds AABB methods will always return true. */
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update(skeleton: Skeleton, updateAabb: boolean): void;
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aabbCompute(): void;
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/** Returns true if the axis aligned bounding box contains the point. */
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aabbContainsPoint(x: number, y: number): boolean;
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/** Returns true if the axis aligned bounding box intersects the line segment. */
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aabbIntersectsSegment(x1: number, y1: number, x2: number, y2: number): boolean;
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/** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
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aabbIntersectsSkeleton(bounds: SkeletonBounds): boolean;
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/** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
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* efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */
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containsPoint(x: number, y: number): BoundingBoxAttachment | null;
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/** Returns true if the polygon contains the point. */
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containsPointPolygon(polygon: NumberArrayLike, x: number, y: number): boolean;
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/** Returns the first bounding box attachment that contains any part of the line segment, or null. When doing many checks, it
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* is usually more efficient to only call this method if {@link #aabbIntersectsSegment()} returns
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* true. */
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intersectsSegment(x1: number, y1: number, x2: number, y2: number): BoundingBoxAttachment | null;
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/** Returns true if the polygon contains any part of the line segment. */
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intersectsSegmentPolygon(polygon: NumberArrayLike, x1: number, y1: number, x2: number, y2: number): boolean;
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/** Returns the polygon for the specified bounding box, or null. */
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getPolygon(boundingBox: BoundingBoxAttachment): NumberArrayLike | null;
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/** The width of the axis aligned bounding box. */
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getWidth(): number;
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/** The height of the axis aligned bounding box. */
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getHeight(): number;
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}
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