/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, 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 * as Phaser from "phaser"; import type { SpineGameObject } from "../SpineGameObject.js"; import type { SpineGameObjectRenderer } from "./SpineGameObjectRenderer.js"; export declare class PhaserMesh2DRenderer implements SpineGameObjectRenderer { private owner; readonly type = "phaser"; private meshStates; private clipper; private activeClipSlot; private activeClipAttachment; private activeClipVersion; private clipStencilState; private clipStencilPoints; private worldVertices; private spineRenderMatrix; private boneRenderMatrix; private slotObjectRenderMatrix; private tempDisplayList; constructor(owner: SpineGameObject); renderWebGL(renderer: Phaser.Renderer.WebGL.WebGLRenderer, src: SpineGameObject, drawingContext: Phaser.Renderer.WebGL.DrawingContext, parentMatrix?: Phaser.GameObjects.Components.TransformMatrix): void; preDestroy(): void; private startClip; private endClip; private getActiveClipStencil; private renderClipStencil; private applySpineObjectRenderMatrix; private getSlotObjectRenderMatrix; private renderSlotObject; private renderMesh; private renderPhaserGameObject; private getMeshStateForSlot; private toPhaserBlendMode; private applyMeshState; }