/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated May 1, 2019. Replaces all prior versions.
 *
 * Copyright (c) 2013-2019, 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.
 *
 * THIS SOFTWARE IS 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,
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 * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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 *****************************************************************************/
import { Vector2 } from "./Utils";
import { BoneData } from "./BoneData";
import { Updatable } from "./Updatable";
import { Skeleton } from "./Skeleton";
export declare class Bone implements Updatable {
    data: BoneData;
    skeleton: Skeleton;
    parent: Bone;
    children: Bone[];
    x: number;
    y: number;
    rotation: number;
    scaleX: number;
    scaleY: number;
    shearX: number;
    shearY: number;
    ax: number;
    ay: number;
    arotation: number;
    ascaleX: number;
    ascaleY: number;
    ashearX: number;
    ashearY: number;
    appliedValid: boolean;
    a: number;
    b: number;
    worldX: number;
    c: number;
    d: number;
    worldY: number;
    sorted: boolean;
    active: boolean;
    /** @param parent May be null. */
    constructor(data: BoneData, skeleton: Skeleton, parent: Bone);
    isActive(): boolean;
    /** Same as {@link #updateWorldTransform()}. This method exists for Bone to implement {@link Updatable}. */
    update(): void;
    /** Computes the world transform using the parent bone and this bone's local transform. */
    updateWorldTransform(): void;
    /** Computes the world transform using the parent bone and the specified local transform. */
    updateWorldTransformWith(x: number, y: number, rotation: number, scaleX: number, scaleY: number, shearX: number, shearY: number): void;
    setToSetupPose(): void;
    getWorldRotationX(): number;
    getWorldRotationY(): number;
    getWorldScaleX(): number;
    getWorldScaleY(): number;
    /** Computes the individual applied transform values from the world transform. This can be useful to perform processing using
     * the applied transform after the world transform has been modified directly (eg, by a constraint).
     * <p>
     * Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. */
    updateAppliedTransform(): void;
    worldToLocal(world: Vector2): Vector2;
    localToWorld(local: Vector2): Vector2;
    worldToLocalRotation(worldRotation: number): number;
    localToWorldRotation(localRotation: number): number;
    rotateWorld(degrees: number): void;
}
