/**
 * The MIT License (MIT)
 *
 * Copyright (c) 2012-2018 DragonBones team and other contributors
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy of
 * this software and associated documentation files (the "Software"), to deal in
 * the Software without restriction, including without limitation the rights to
 * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
 * the Software, and to permit persons to whom the Software is furnished to do so,
 * subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all
 * copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
 * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
 * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
 * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */
import { IAnimatable, WorldClock, Animation } from "../animation/index.js";
import { BaseObject, DragonBones } from "../core/index.js";
import { EventObject, IEventDispatcher } from "../event/index.js";
import { ArmatureData, TextureAtlasData } from "../model/index.js";
import { Bone } from "./Bone.js";
import { Constraint } from "./Constraint.js";
import { IArmatureProxy } from "./IArmatureProxy.js";
import { Slot } from "./Slot.js";
/**
 * [en] Armature is the core of the skeleton animation system.
 *
 * [zh] 骨架是骨骼动画系统的核心。
 *
 * @see ArmatureData
 * @see Bone
 * @see Slot
 * @see Animation
 * @version DragonBones 3.0
 */
export declare class Armature extends BaseObject implements IAnimatable {
    static toString(): string;
    private static _onSortSlots;
    /**
     * [en] Whether to inherit the animation control of the parent armature.
     * True to try to have the child armature play an animation with the same name when the parent armature play the animation.
     *
     * [zh] 是否继承父骨架的动画控制。
     * 如果该值为 true，当父骨架播放动画时，会尝试让子骨架播放同名动画。
     *
     * @default true
     * @version DragonBones 4.5
     */
    stopped: boolean;
    inheritAnimation: boolean;
    /**
     * @private
     */
    userData: any;
    /**
     * @internal
     */
    _lockUpdate: boolean;
    private _slotsDirty;
    private _zOrderDirty;
    /**
     * @internal
     */
    _zIndexDirty: boolean;
    /**
     * @internal
     */
    _alphaDirty: boolean;
    private _flipX;
    private _flipY;
    /**
     * @internal
     */
    _cacheFrameIndex: number;
    private _alpha;
    /**
     * @internal
     */
    _globalAlpha: number;
    private readonly _bones;
    private readonly _slots;
    /**
     * @internal
     */
    readonly _constraints: Array<Constraint>;
    private readonly _actions;
    /**
     * @internal
     */
    _armatureData: ArmatureData;
    private _animation;
    private _proxy;
    private _display;
    /**
     * @internal
     */
    _replaceTextureAtlasData: TextureAtlasData | null;
    private _replacedTexture;
    /**
     * @internal
     */
    _dragonBones: DragonBones;
    private _clock;
    /**
     * @internal
     */
    _parent: Slot | null;
    protected _onClear(): void;
    /**
     * @internal
     */
    _sortZOrder(slotIndices: Array<number> | Int16Array | null, offset: number): void;
    /**
     * @internal
     */
    _addBone(value: Bone): void;
    /**
     * @internal
     */
    _addSlot(value: Slot): void;
    /**
     * @internal
     */
    _addConstraint(value: Constraint): void;
    /**
     * @internal
     */
    _bufferAction(action: EventObject, append: boolean): void;
    /**
     * [en] Dispose the armature. (Return to the object pool)
     *
     * [zh] 释放骨架。 （回收到对象池）
     *
     * @example
     * ```ts
     *     removeChild(armature.display);
     *     armature.dispose();
     * ```
     * @version DragonBones 3.0
     */
    dispose(): void;
    /**
     * @internal
     */
    init(armatureData: ArmatureData, proxy: IArmatureProxy, display: any, dragonBones: DragonBones): void;
    /**
     * @inheritDoc
     */
    advanceTime(passedTime: number): void;
    /**
     * [en] Forces a specific bone or its owning slot to update the transform or display property in the next frame.
     *
     * [zh] 强制特定骨骼或其拥有的插槽在下一帧更新变换或显示属性。
     *
     * @param boneName - [en] The bone name. (If not set, all bones will be update)
     * @param boneName - [zh] 骨骼名称。 （如果未设置，将更新所有骨骼）
     *
     * @param updateSlot - [en] Whether to update the bone's slots. (Default: false)
     * @param updateSlot - [zh] 是否更新骨骼的插槽。 （默认: false）
     *
     * @see Bone#invalidUpdate()
     * @see Slot#invalidUpdate()
     * @version DragonBones 3.0
     */
    invalidUpdate(boneName?: string | null, updateSlot?: boolean): void;
    /**
     * [en] Check whether a specific point is inside a custom bounding box in a slot.
     * The coordinate system of the point is the inner coordinate system of the armature.
     * Custom bounding boxes need to be customized in Dragonbones Pro.
     *
     * [zh] 检查特定点是否在某个插槽的自定义边界框内。
     * 点的坐标系为骨架内坐标系。
     * 自定义边界框需要在 DragonBones Pro 中自定义。
     *
     * @param x - [en] The horizontal coordinate of the point.
     * @param x - [zh] 点的水平坐标。
     *
     * @param y - [en] The vertical coordinate of the point.
     * @param y - [zh] 点的垂直坐标。
     *
     * @version DragonBones 5.0
     */
    containsPoint(x: number, y: number): Slot | null;
    /**
     * [en] Check whether a specific segment intersects a custom bounding box for a slot in the armature.
     * The coordinate system of the segment and intersection is the inner coordinate system of the armature.
     * Custom bounding boxes need to be customized in Dragonbones Pro.
     *
     * [zh] 检查特定线段是否与骨架的某个插槽的自定义边界框相交。
     * 线段和交点的坐标系均为骨架内坐标系。
     * 自定义边界框需要在 DragonBones Pro 中自定义。
     *
     * @param xA - [en] The horizontal coordinate of the beginning of the segment.
     * @param xA - [zh] 线段起点的水平坐标。
     *
     * @param yA - [en] The vertical coordinate of the beginning of the segment.
     * @param yA - [zh] 线段起点的垂直坐标。
     *
     * @param xB - [en] The horizontal coordinate of the end point of the segment.
     * @param xB - [zh] 线段终点的水平坐标。
     *
     * @param yB - [en] The vertical coordinate of the end point of the segment.
     * @param yB - [zh] 线段终点的垂直坐标。
     *
     * @param intersectionPointA - [en] The first intersection at which a line segment intersects the bounding box from the beginning to the end. (If not set, the intersection point will not calculated)
     * @param intersectionPointA - [zh] 线段从起点到终点与边界框相交的第一个交点。 （如果未设置，则不计算交点）
     *
     * @param intersectionPointB - [en] The first intersection at which a line segment intersects the bounding box from the end to the beginning. (If not set, the intersection point will not calculated)
     * @param intersectionPointB - [zh] 线段从终点到起点与边界框相交的第一个交点。 （如果未设置，则不计算交点）
     *
     * @param normalRadians - [en] The normal radians of the tangent of the intersection boundary box. [x: Normal radian of the first intersection tangent, y: Normal radian of the second intersection tangent] (If not set, the normal will not calculated)
     * @param normalRadians - [zh] 交点边界框切线的法线弧度。 [x: 第一个交点切线的法线弧度, y: 第二个交点切线的法线弧度] （如果未设置，则不计算法线）
     *
     * @returns [en] The slot of the first custom bounding box where the segment intersects from the start point to the end point.
     * @returns [zh] 线段从起点到终点相交的第一个自定义边界框的插槽。
     *
     * @version DragonBones 5.0
     */
    intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA?: {
        x: number;
        y: number;
    } | null, intersectionPointB?: {
        x: number;
        y: number;
    } | null, normalRadians?: {
        x: number;
        y: number;
    } | null): Slot | null;
    /**
     * [en] Get a specific bone.
     *
     * [zh] 获取特定的骨骼。
     *
     * @param name - [en] The bone name.
     * @param name - [zh] 骨骼名称。
     *
     * @see Bone
     * @version DragonBones 3.0
     */
    getBone(name: string): Bone | null;
    /**
     * [en] Get a specific bone by the display.
     *
     * [zh] 通过显示对象获取特定的骨骼。
     *
     * @param display - [en] The display object.
     * @param display - [zh] 显示对象。
     *
     * @see Bone
     * @version DragonBones 3.0
     */
    getBoneByDisplay(display: any): Bone | null;
    /**
     * [en] Get a specific slot.
     *
     * [zh] 获取特定的插槽。
     *
     * @param name - [en] The slot name.
     * @param name - [zh] 插槽名称。
     *
     * @see Slot
     * @version DragonBones 3.0
     */
    getSlot(name: string): Slot | null;
    /**
     * [en] Get a specific slot by the display.
     *
     * [zh] 通过显示对象获取特定的插槽。
     *
     * @param display - [en] The display object.
     * @param display - [zh] 显示对象。
     *
     * @see Slot
     * @version DragonBones 3.0
     */
    getSlotByDisplay(display: any): Slot | null;
    /**
     * [en] Get all bones.
     *
     * [zh] 获取所有的骨骼。
     *
     * @see Bone
     * @version DragonBones 3.0
     */
    getBones(): Array<Bone>;
    /**
     * [en] Get all slots.
     *
     * [zh] 获取所有的插槽。
     *
     * @see Slot
     * @version DragonBones 3.0
     */
    getSlots(): Array<Slot>;
    /**
     * [en] Whether to flip the armature horizontally.
     *
     * [zh] 是否将骨架水平翻转。
     *
     * @version DragonBones 5.5
     */
    get flipX(): boolean;
    set flipX(value: boolean);
    /**
     * [en] Whether to flip the armature vertically.
     *
     * [zh] 是否将骨架垂直翻转。
     *
     * @version DragonBones 5.5
     */
    get flipY(): boolean;
    set flipY(value: boolean);
    /**
     * [en] The animation cache frame rate, which turns on the animation cache when the set value is greater than 0.
     * There is a certain amount of memory overhead to improve performance by caching animation data in memory.
     * The frame rate should not be set too high, usually with the frame rate of the animation is similar and lower than the program running frame rate.
     * When the animation cache is turned on, some features will fail, such as the offset property of bone.
     *
     * [zh] 动画缓存帧率，当设置的值大于 0 的时，将会开启动画缓存。
     * 通过将动画数据缓存在内存中来提高运行性能，会有一定的内存开销。
     * 帧率不宜设置的过高，通常跟动画的帧率相当且低于程序运行的帧率。
     * 开启动画缓存后，某些功能将会失效，比如骨骼的 offset 属性等。
     *
     * @example
     * ```ts
     *     armature.cacheFrameRate = 24;
     * ```
     * @see DragonBonesData#frameRate
     * @see ArmatureData#frameRate
     * @version DragonBones 4.5
     */
    get cacheFrameRate(): number;
    set cacheFrameRate(value: number);
    /**
     * [en] The armature name.
     *
     * [zh] 骨架名称。
     *
     * @version DragonBones 3.0
     */
    get name(): string;
    /**
     * [en] The armature data.
     *
     * [zh] 骨架数据。
     *
     * @see ArmatureData
     * @version DragonBones 4.5
     */
    get armatureData(): ArmatureData;
    /**
     * [en] The animation player.
     *
     * [zh] 动画播放器。
     *
     * @see Animation
     * @version DragonBones 3.0
     */
    get animation(): Animation;
    /**
     * @pivate
     */
    get proxy(): IArmatureProxy;
    /**
     * [en] The EventDispatcher instance of the armature.
     *
     * [zh] 该骨架的 EventDispatcher 实例。
     *
     * @version DragonBones 4.5
     */
    get eventDispatcher(): IEventDispatcher;
    /**
     * [en] The display container.
     * The display of the slot is displayed as the parent.
     * Depending on the rendering engine, the type will be different, usually the DisplayObjectContainer type.
     *
     * [zh] 显示容器实例。
     * 插槽的显示对象都会以此显示容器为父级。
     * 根据渲染引擎的不同，类型会不同，通常是 DisplayObjectContainer 类型。
     *
     * @version DragonBones 3.0
     */
    get display(): any;
    /**
     * @private
     */
    get replacedTexture(): any;
    set replacedTexture(value: any);
    /**
     * @inheritDoc
     */
    get clock(): WorldClock | null;
    set clock(value: WorldClock | null);
    /**
     * [en] Get the parent slot which the armature belongs to.
     *
     * [zh] 该骨架所属的父插槽。
     *
     * @see Slot
     * @version DragonBones 4.5
     */
    get parent(): Slot | null;
    /**
     * [en] Deprecated, please refer to {@link #display}.
     *
     * [zh] 已废弃，请参考 {@link #display}。
     *
     * @deprecated
     */
    getDisplay(): any;
}
