/******************************************************************************
 * 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
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 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
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import type { BoneData } from "./BoneData.js";
import { BonePose } from "./BonePose.js";
import { PosedActive } from "./PosedActive.js";
/** A node in a skeleton's hierarchy with a transform that affects its children and their attachments. A bone has a number of
 * poses:
 * - {@link data}: The setup pose.
 * - {@link pose}: The unconstrained local pose. Set by animations and application code.
 * - {@link appliedPose}: The local pose to use for rendering. Possibly modified by constraints.
 * - World transform: the local pose combined with the parent world transform. Computed on a pose by
 * {@link BonePose.updateWorldTransform} and {@link Skeleton.updateWorldTransform}.
 */
export declare class Bone extends PosedActive<BoneData, BonePose> {
    /** The parent bone, or null if this is the root bone. */
    parent: Bone | null;
    /** The immediate children of this bone. */
    children: Bone[];
    sorted: boolean;
    constructor(data: BoneData, parent: Bone | null);
    /** Copy constructor. Does not copy the {@link children} bones. */
    copy(parent: Bone | null): Bone;
}
