/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. Replaces all prior versions.
 *
 * Copyright (c) 2013-2023, 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 { Bone } from "../Bone.js";
import { Color, Vector2 } from "../Utils.js";
import { VertexAttachment, Attachment } from "./Attachment.js";
/** An attachment which is a single point and a rotation. This can be used to spawn projectiles, particles, etc. A bone can be
 * used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
 * skin.
 *
 * See [Point Attachments](http://esotericsoftware.com/spine-point-attachments) in the Spine User Guide. */
export declare class PointAttachment extends VertexAttachment {
    x: number;
    y: number;
    rotation: number;
    /** The color of the point attachment as it was in Spine. Available only when nonessential data was exported. Point attachments
     * are not usually rendered at runtime. */
    color: Color;
    constructor(name: string);
    computeWorldPosition(bone: Bone, point: Vector2): Vector2;
    computeWorldRotation(bone: Bone): number;
    copy(): Attachment;
}
