微信小程序-省心预览工具
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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 { Disposable, Restorable } from "@esotericsoftware/spine-core";
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import { Shader } from "./Shader.js";
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import { ManagedWebGLRenderingContext } from "./WebGL.js";
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export declare class Mesh implements Disposable, Restorable {
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private attributes;
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private context;
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private vertices;
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private verticesBuffer;
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private verticesLength;
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private dirtyVertices;
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private indices;
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private indicesBuffer;
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private indicesLength;
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private dirtyIndices;
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private elementsPerVertex;
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getAttributes(): VertexAttribute[];
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maxVertices(): number;
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numVertices(): number;
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setVerticesLength(length: number): void;
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getVertices(): Float32Array;
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maxIndices(): number;
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numIndices(): number;
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setIndicesLength(length: number): void;
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getIndices(): Uint16Array;
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getVertexSizeInFloats(): number;
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constructor(context: ManagedWebGLRenderingContext | WebGLRenderingContext, attributes: VertexAttribute[], maxVertices: number, maxIndices: number);
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setVertices(vertices: Array<number>): void;
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setIndices(indices: Array<number>): void;
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draw(shader: Shader, primitiveType: number): void;
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drawWithOffset(shader: Shader, primitiveType: number, offset: number, count: number): void;
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bind(shader: Shader): void;
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unbind(shader: Shader): void;
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private update;
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restore(): void;
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dispose(): void;
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}
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export declare class VertexAttribute {
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name: string;
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type: VertexAttributeType;
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numElements: number;
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constructor(name: string, type: VertexAttributeType, numElements: number);
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}
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export declare class Position2Attribute extends VertexAttribute {
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constructor();
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}
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export declare class Position3Attribute extends VertexAttribute {
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constructor();
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}
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export declare class TexCoordAttribute extends VertexAttribute {
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constructor(unit?: number);
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}
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export declare class ColorAttribute extends VertexAttribute {
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constructor();
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}
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export declare class Color2Attribute extends VertexAttribute {
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constructor();
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}
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export declare enum VertexAttributeType {
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Float = 0
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}
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