2021-12-28 21:00:45 +08:00
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/**
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2020-10-18 00:27:23 +08:00
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* The MIT License (MIT)
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*
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* Copyright (c) 2012-2018 DragonBones team and other contributors
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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2021-12-25 10:04:45 +08:00
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*
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2020-10-18 00:27:23 +08:00
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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2021-12-25 10:04:45 +08:00
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*
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2020-10-18 00:27:23 +08:00
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef DRAGONBONES_ARMATURE_H
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#define DRAGONBONES_ARMATURE_H
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#include "../core/BaseObject.h"
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#include "../animation/IAnimatable.h"
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#include "../model/ArmatureData.h"
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#include "IArmatureProxy.h"
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DRAGONBONES_NAMESPACE_BEGIN
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/**
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* - Armature is the core of the skeleton animation system.
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* @see dragonBones.ArmatureData
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* @see dragonBones.Bone
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* @see dragonBones.Slot
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* @see dragonBones.Animation
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 骨架是骨骼动画系统的核心。
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2020-10-18 00:27:23 +08:00
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* @see dragonBones.ArmatureData
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* @see dragonBones.Bone
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* @see dragonBones.Slot
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* @see dragonBones.Animation
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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class Armature : public virtual IAnimatable, public BaseObject
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{
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BIND_CLASS_TYPE_B(Armature);
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private:
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static bool _onSortSlots(Slot* a, Slot* b);
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public:
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/**
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* - Whether to inherit the animation control of the parent armature.
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* True to try to have the child armature play an animation with the same name when the parent armature play the
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* animation.
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* @default true
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 是否继承父骨架的动画控制。
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* 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。
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* @default true
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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bool inheritAnimation;
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/**
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* @private
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*/
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void* userData;
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public:
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/**
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* @internal
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*/
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int _cacheFrameIndex;
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/**
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* @internal
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*/
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ArmatureData* _armatureData;
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/**
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* @internal
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*/
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DragonBones* _dragonBones;
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/**
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* @internal
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*/
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Slot* _parent;
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/**
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* @internal
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*/
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TextureAtlasData* _replaceTextureAtlasData;
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/**
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* @internal
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*/
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std::vector<Constraint*> _constraints;
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protected:
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bool _debugDraw;
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bool _lockUpdate;
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bool _slotsDirty;
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bool _zOrderDirty;
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bool _flipX;
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bool _flipY;
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std::vector<Bone*> _bones;
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std::vector<Slot*> _slots;
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std::vector<EventObject*> _actions;
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Animation* _animation;
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IArmatureProxy* _proxy;
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void* _display;
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WorldClock* _clock;
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void* _replacedTexture;
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public:
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Armature() : _animation(nullptr), _proxy(nullptr), _clock(nullptr), _replaceTextureAtlasData(nullptr)
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{
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_onClear();
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}
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virtual ~Armature() { _onClear(); }
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protected:
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virtual void _onClear() override;
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private:
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void _sortSlots();
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public:
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/**
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* @internal
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*/
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void _sortZOrder(const int16_t* slotIndices, unsigned offset);
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/**
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* @internal
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*/
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void _addBone(Bone* value);
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/**
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* @internal
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*/
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void _addSlot(Slot* value);
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/**
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* @internal
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*/
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void _addConstraint(Constraint* value);
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/**
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* @internal
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*/
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void _bufferAction(EventObject* action, bool append);
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/**
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* - Dispose the armature. (Return to the object pool)
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* @example
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* TypeScript style, for reference only.
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* <pre>
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* removeChild(armature.display);
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* armature.dispose();
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* </pre>
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 释放骨架。 (回收到对象池)
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2020-10-18 00:27:23 +08:00
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* @example
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* TypeScript 风格,仅供参考。
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2020-10-18 00:27:23 +08:00
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* <pre>
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* removeChild(armature.display);
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* armature.dispose();
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* </pre>
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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void dispose();
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/**
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* @internal
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*/
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void init(ArmatureData* armatureData, IArmatureProxy* proxy, void* display, DragonBones* dragonBones);
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2020-10-18 00:27:23 +08:00
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/**
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* @inheritDoc
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*/
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void advanceTime(float passedTime) override;
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/**
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* - Forces a specific bone or its owning slot to update the transform or display property in the next frame.
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* @param boneName - The bone name. (If not set, all bones will be update)
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* @param updateSlot - Whether to update the bone's slots. (Default: false)
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* @see dragonBones.Bone#invalidUpdate()
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* @see dragonBones.Slot#invalidUpdate()
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 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。
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* @param boneName - 骨骼名称。 (如果未设置,将更新所有骨骼)
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* @param updateSlot - 是否更新骨骼的插槽。 (默认: false)
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2020-10-18 00:27:23 +08:00
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* @see dragonBones.Bone#invalidUpdate()
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* @see dragonBones.Slot#invalidUpdate()
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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2021-12-28 21:00:45 +08:00
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void invalidUpdate(const std::string& boneName = "", bool updateSlot = false);
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2020-10-18 00:27:23 +08:00
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/**
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* - Check whether a specific point is inside a custom bounding box in a slot.
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* The coordinate system of the point is the inner coordinate system of the armature.
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* Custom bounding boxes need to be customized in Dragonbones Pro.
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* @param x - The horizontal coordinate of the point.
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* @param y - The vertical coordinate of the point.
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 检查特定点是否在某个插槽的自定义边界框内。
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* 点的坐标系为骨架内坐标系。
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* 自定义边界框需要在 DragonBones Pro 中自定义。
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* @param x - 点的水平坐标。
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* @param y - 点的垂直坐标。
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2020-10-18 00:27:23 +08:00
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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Slot* containsPoint(float x, float y) const;
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/**
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* - Check whether a specific segment intersects a custom bounding box for a slot in the armature.
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* The coordinate system of the segment and intersection is the inner coordinate system of the armature.
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* Custom bounding boxes need to be customized in Dragonbones Pro.
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* @param xA - The horizontal coordinate of the beginning of the segment.
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* @param yA - The vertical coordinate of the beginning of the segment.
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* @param xB - The horizontal coordinate of the end point of the segment.
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* @param yB - The vertical coordinate of the end point of the segment.
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* @param intersectionPointA - The first intersection at which a line segment intersects the bounding box from the
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* beginning to the end. (If not set, the intersection point will not calculated)
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* @param intersectionPointB - The first intersection at which a line segment intersects the bounding box from the
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* end to the beginning. (If not set, the intersection point will not calculated)
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* @param normalRadians - The normal radians of the tangent of the intersection boundary box. [x: Normal radian of
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* the first intersection tangent, y: Normal radian of the second intersection tangent] (If not set, the normal will
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* not calculated)
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* @returns The slot of the first custom bounding box where the segment intersects from the start point to the end
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* point.
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 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。
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* 线段和交点的坐标系均为骨架内坐标系。
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* 自定义边界框需要在 DragonBones Pro 中自定义。
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* @param xA - 线段起点的水平坐标。
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* @param yA - 线段起点的垂直坐标。
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* @param xB - 线段终点的水平坐标。
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* @param yB - 线段终点的垂直坐标。
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* @param intersectionPointA - 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)
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* @param intersectionPointB - 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)
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* @param normalRadians - 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]
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* (如果未设置,则不计算法线)
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* @returns 线段从起点到终点相交的第一个自定义边界框的插槽。
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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2021-12-25 10:04:45 +08:00
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Slot* intersectsSegment(float xA,
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float yA,
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float xB,
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float yB,
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Point* intersectionPointA = nullptr,
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Point* intersectionPointB = nullptr,
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Point* normalRadians = nullptr) const;
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/**
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* - Get a specific bone.
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* @param name - The bone name.
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* @see dragonBones.Bone
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 获取特定的骨骼。
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* @param name - 骨骼名称。
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* @see dragonBones.Bone
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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2021-12-28 21:00:45 +08:00
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Bone* getBone(const std::string& name) const;
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/**
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* - Get a specific bone by the display.
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* @param display - The display object.
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* @see dragonBones.Bone
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 通过显示对象获取特定的骨骼。
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* @param display - 显示对象。
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2020-10-18 00:27:23 +08:00
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* @see dragonBones.Bone
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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Bone* getBoneByDisplay(void* display) const;
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/**
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* - Get a specific slot.
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* @param name - The slot name.
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* @see dragonBones.Slot
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 获取特定的插槽。
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* @param name - 插槽名称。
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2020-10-18 00:27:23 +08:00
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* @see dragonBones.Slot
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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2021-12-28 21:00:45 +08:00
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Slot* getSlot(const std::string& name) const;
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2020-10-18 00:27:23 +08:00
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/**
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* - Get a specific slot by the display.
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* @param display - The display object.
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* @see dragonBones.Slot
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 通过显示对象获取特定的插槽。
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* @param display - 显示对象。
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2020-10-18 00:27:23 +08:00
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* @see dragonBones.Slot
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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Slot* getSlotByDisplay(void* display) const;
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/**
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* - Get all bones.
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* @see dragonBones.Bone
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 获取所有的骨骼。
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2020-10-18 00:27:23 +08:00
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* @see dragonBones.Bone
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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2021-12-25 10:04:45 +08:00
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inline const std::vector<Bone*>& getBones() const { return _bones; }
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2020-10-18 00:27:23 +08:00
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/**
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* - Get all slots.
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* @see dragonBones.Slot
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 获取所有的插槽。
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2020-10-18 00:27:23 +08:00
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* @see dragonBones.Slot
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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2021-12-25 10:04:45 +08:00
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inline const std::vector<Slot*>& getSlots() const { return _slots; }
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2020-10-18 00:27:23 +08:00
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/**
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* - Whether to flip the armature horizontally.
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* @version DragonBones 5.5
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 是否将骨架水平翻转。
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2020-10-18 00:27:23 +08:00
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* @version DragonBones 5.5
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* @language zh_CN
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*/
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2021-12-25 10:04:45 +08:00
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bool getFlipX() const { return _flipX; }
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void setFlipX(bool value)
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{
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2020-10-18 00:27:23 +08:00
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_flipX = value;
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invalidUpdate("");
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}
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/**
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* - Whether to flip the armature vertically.
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* @version DragonBones 5.5
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 是否将骨架垂直翻转。
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2020-10-18 00:27:23 +08:00
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* @version DragonBones 5.5
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* @language zh_CN
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*/
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2021-12-25 10:04:45 +08:00
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bool getFlipY() const { return _flipY; }
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void setFlipY(bool value)
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{
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2020-10-18 00:27:23 +08:00
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_flipY = value;
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invalidUpdate("");
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}
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/**
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* - The animation cache frame rate, which turns on the animation cache when the set value is greater than 0.
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* There is a certain amount of memory overhead to improve performance by caching animation data in memory.
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2021-12-25 10:04:45 +08:00
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* The frame rate should not be set too high, usually with the frame rate of the animation is similar and lower than
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* the program running frame rate. When the animation cache is turned on, some features will fail, such as the
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* offset property of bone.
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2020-10-18 00:27:23 +08:00
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* @example
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* TypeScript style, for reference only.
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* <pre>
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* armature.cacheFrameRate = 24;
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* </pre>
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* @see dragonBones.DragonBonesData#frameRate
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* @see dragonBones.ArmatureData#frameRate
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 动画缓存帧率,当设置的值大于 0 的时,将会开启动画缓存。
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* 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。
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* 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。
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* 开启动画缓存后,某些功能将会失效,比如骨骼的 offset 属性等。
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2020-10-18 00:27:23 +08:00
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* @example
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2021-12-24 21:11:44 +08:00
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* TypeScript 风格,仅供参考。
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2020-10-18 00:27:23 +08:00
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* <pre>
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* armature.cacheFrameRate = 24;
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* </pre>
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* @see dragonBones.DragonBonesData#frameRate
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* @see dragonBones.ArmatureData#frameRate
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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2021-12-25 10:04:45 +08:00
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inline unsigned getCacheFrameRate() const { return _armatureData->cacheFrameRate; }
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2020-10-18 00:27:23 +08:00
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void setCacheFrameRate(unsigned value);
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/**
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* - The armature name.
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 骨架名称。
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2020-10-18 00:27:23 +08:00
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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2021-12-28 21:00:45 +08:00
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inline const std::string& getName() const { return _armatureData->name; }
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2020-10-18 00:27:23 +08:00
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/**
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* - The armature data.
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* @see dragonBones.ArmatureData
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 骨架数据。
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2020-10-18 00:27:23 +08:00
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* @see dragonBones.ArmatureData
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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2021-12-25 10:04:45 +08:00
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inline const ArmatureData* getArmatureData() const { return _armatureData; }
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2020-10-18 00:27:23 +08:00
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/**
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* - The animation player.
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* @see dragonBones.Animation
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 动画播放器。
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2020-10-18 00:27:23 +08:00
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* @see dragonBones.Animation
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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2021-12-25 10:04:45 +08:00
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inline Animation* getAnimation() const { return _animation; }
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2020-10-18 00:27:23 +08:00
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/**
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* @pivate
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*/
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2021-12-25 10:04:45 +08:00
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inline IArmatureProxy* getProxy() const { return _proxy; }
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2020-10-18 00:27:23 +08:00
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/**
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* - The EventDispatcher instance of the armature.
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 该骨架的 EventDispatcher 实例。
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2020-10-18 00:27:23 +08:00
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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2021-12-25 10:04:45 +08:00
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inline IEventDispatcher* getEventDispatcher() const { return _proxy; }
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2020-10-18 00:27:23 +08:00
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/**
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* - The display container.
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* The display of the slot is displayed as the parent.
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* Depending on the rendering engine, the type will be different, usually the DisplayObjectContainer type.
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* @version DragonBones 3.0
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 显示容器实例。
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* 插槽的显示对象都会以此显示容器为父级。
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* 根据渲染引擎的不同,类型会不同,通常是 DisplayObjectContainer 类型。
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2020-10-18 00:27:23 +08:00
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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2021-12-25 10:04:45 +08:00
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inline void* getDisplay() const { return _display; }
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2020-10-18 00:27:23 +08:00
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/**
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* @private
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*/
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2021-12-25 10:04:45 +08:00
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inline void* getReplacedTexture() const { return _replacedTexture; }
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2020-10-18 00:27:23 +08:00
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void setReplacedTexture(void* value);
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/**
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* @inheritDoc
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*/
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2021-12-25 10:04:45 +08:00
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inline WorldClock* getClock() const override { return _clock; }
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2020-10-18 00:27:23 +08:00
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void setClock(WorldClock* value) override;
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/**
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* - Get the parent slot which the armature belongs to.
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* @see dragonBones.Slot
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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2021-12-24 21:11:44 +08:00
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* - 该骨架所属的父插槽。
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2020-10-18 00:27:23 +08:00
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* @see dragonBones.Slot
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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2021-12-25 10:04:45 +08:00
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inline Slot* getParent() const { return _parent; }
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2020-10-18 00:27:23 +08:00
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2021-12-25 10:04:45 +08:00
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public: // For WebAssembly.
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2020-10-18 00:27:23 +08:00
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IAnimatable* getAnimatable() const { return (IAnimatable*)this; }
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};
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DRAGONBONES_NAMESPACE_END
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2021-12-25 10:04:45 +08:00
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#endif // DRAGONBONES_ARMATURE_H
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