/******************************************************************************
 * 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 { ClippingAttachment } from "./attachments/ClippingAttachment.js";
import type { Skeleton } from "./Skeleton.js";
import type { Slot } from "./Slot.js";
import { type Color, type NumberArrayLike } from "./Utils.js";
export declare class SkeletonClipping {
    private triangulator;
    private clippingPolygon;
    private clippingPolygons;
    private clipOutput;
    clippedVertices: number[];
    /** An empty array unless {@link clipTrianglesUnpacked} was used. **/
    clippedUVs: number[];
    clippedTriangles: number[];
    inverseVertices: number[];
    _clippedVerticesTyped: Float32Array;
    _clippedUVsTyped: Float32Array;
    _clippedTrianglesTyped: Uint16Array;
    clippedVerticesTyped: Float32Array;
    clippedUVsTyped: Float32Array;
    clippedTrianglesTyped: Uint16Array;
    clippedVerticesLength: number;
    clippedUVsLength: number;
    clippedTrianglesLength: number;
    private scratch;
    private inverse;
    private clipAttachment;
    clipStart(skeleton: Skeleton, slot: Slot, clip: ClippingAttachment): void;
    clipEnd(slot?: Slot): void;
    isClipping(): boolean;
    clipTriangles(vertices: NumberArrayLike, triangles: NumberArrayLike, trianglesLength: number): boolean;
    clipTriangles(vertices: NumberArrayLike, triangles: NumberArrayLike, trianglesLength: number, uvs: NumberArrayLike, light: Color, dark: Color, twoColor: boolean, stride: number): boolean;
    private clipTrianglesNoRender;
    private clipTrianglesRender;
    clipTrianglesUnpacked(vertices: NumberArrayLike, vertexStart: number, triangles: NumberArrayLike | Uint16Array, trianglesLength: number, uvs: NumberArrayLike, stride?: number): boolean;
    private clip;
    private clipInverse;
    private makeClockwise;
    private makeConvex;
}
