/******************************************************************************
 * 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,
 * 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 THIS SOFTWARE,
 * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/
import { BoundingBoxAttachment } from "./attachments/BoundingBoxAttachment";
import { Skeleton } from "./Skeleton";
export declare class SkeletonBounds {
    minX: number;
    minY: number;
    maxX: number;
    maxY: number;
    boundingBoxes: BoundingBoxAttachment[];
    polygons: ArrayLike<number>[];
    private polygonPool;
    update(skeleton: Skeleton, updateAabb: boolean): void;
    aabbCompute(): void;
    /** Returns true if the axis aligned bounding box contains the point. */
    aabbContainsPoint(x: number, y: number): boolean;
    /** Returns true if the axis aligned bounding box intersects the line segment. */
    aabbIntersectsSegment(x1: number, y1: number, x2: number, y2: number): boolean;
    /** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
    aabbIntersectsSkeleton(bounds: SkeletonBounds): boolean;
    /** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
     * efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */
    containsPoint(x: number, y: number): BoundingBoxAttachment;
    /** Returns true if the polygon contains the point. */
    containsPointPolygon(polygon: ArrayLike<number>, x: number, y: number): boolean;
    /** Returns the first bounding box attachment that contains any part of the line segment, or null. When doing many checks, it
     * is usually more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns
     * true. */
    intersectsSegment(x1: number, y1: number, x2: number, y2: number): BoundingBoxAttachment;
    /** Returns true if the polygon contains any part of the line segment. */
    intersectsSegmentPolygon(polygon: ArrayLike<number>, x1: number, y1: number, x2: number, y2: number): boolean;
    /** Returns the polygon for the specified bounding box, or null. */
    getPolygon(boundingBox: BoundingBoxAttachment): ArrayLike<number>;
    getWidth(): number;
    getHeight(): number;
}
