/****************************************************************************** * 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 type { Batch, Batcher, BLEND_MODES, DefaultBatchableMeshElement, Matrix, Texture, Topology } from 'pixi.js'; import type { AttachmentCacheData, Spine } from './Spine.js'; export declare class BatchableSpineSlot implements DefaultBatchableMeshElement { indexOffset: number; attributeOffset: number; indexSize: number; attributeSize: number; batcherName: string; topology: Topology; readonly packAsQuad = false; renderable: Spine; positions: Float32Array; indices: number[] | Uint16Array; uvs: Float32Array; roundPixels: 0 | 1; data: AttachmentCacheData; blendMode: BLEND_MODES; darkTint: number; texture: Texture; transform: Matrix; _textureId: number; _attributeStart: number; _indexStart: number; _batcher: Batcher; _batch: Batch; get color(): number; get darkColor(): number; get groupTransform(): Matrix; setData(renderable: Spine, data: AttachmentCacheData, blendMode: BLEND_MODES, roundPixels: 0 | 1): void; }