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_BONE_H
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#define DRAGONBONES_BONE_H
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#include "TransformObject.h"
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#include "../model/ArmatureData.h"
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#include "../animation/AnimationState.h"
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DRAGONBONES_NAMESPACE_BEGIN
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/**
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* - Bone is one of the most important logical units in the armature animation system,
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* and is responsible for the realization of translate, rotation, scaling in the animations.
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* A armature can contain multiple bones.
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* @see dragonBones.BoneData
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* @see dragonBones.Armature
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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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* - 骨骼在骨骼动画体系中是最重要的逻辑单元之一,负责动画中的平移、旋转、缩放的实现。
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* 一个骨架中可以包含多个骨骼。
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* @see dragonBones.BoneData
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* @see dragonBones.Armature
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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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class Bone final : public TransformObject
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{
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BIND_CLASS_TYPE_A(Bone);
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public:
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/**
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* - The offset mode.
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* @see #offset
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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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* - 偏移模式。
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* @see #offset
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* @version DragonBones 5.5
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* @language zh_CN
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*/
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OffsetMode offsetMode;
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/**
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* @internal
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*/
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Transform animationPose;
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/**
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* @internal
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*/
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bool _transformDirty;
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/**
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* @internal
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*/
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bool _childrenTransformDirty;
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/**
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* @internal
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*/
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bool _hasConstraint;
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/**
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* @internal
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*/
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BlendState _blendState;
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/**
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* @internal
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*/
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const BoneData* _boneData;
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/**
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* @internal
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*/
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std::vector<int>* _cachedFrameIndices;
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protected:
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bool _localDirty;
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bool _visible;
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int _cachedFrameIndex;
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/**
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* @private
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*/
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Bone* _parent;
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protected:
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void _onClear() override;
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void _updateGlobalTransformMatrix(bool isCache);
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public:
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/**
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* @internal
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*/
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void init(const BoneData* boneData, Armature* armatureValue);
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/**
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* @internal
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*/
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void update(int cacheFrameIndex);
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/**
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* @internal
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*/
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void updateByConstraint();
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/**
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* - Forces the bone to update the transform in the next frame.
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* When the bone is not animated or its animation state is finished, the bone will not continue to update,
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* and when the skeleton must be updated for some reason, the method needs to be called explicitly.
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* @example
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* TypeScript style, for reference only.
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* <pre>
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* let bone = armature.getBone("arm");
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* bone.offset.scaleX = 2.0;
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* bone.invalidUpdate();
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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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* - 强制骨骼在下一帧更新变换。
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* 当该骨骼没有动画状态或其动画状态播放完成时,骨骼将不在继续更新,而此时由于某些原因必须更新骨骼时,则需要显式调用该方法。
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* @example
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* TypeScript 风格,仅供参考。
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* <pre>
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* let bone = armature.getBone("arm");
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* bone.offset.scaleX = 2.0;
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* bone.invalidUpdate();
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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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inline void invalidUpdate() { _transformDirty = true; }
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/**
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* - Check whether the bone contains a specific bone.
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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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* - 检查该骨骼是否包含特定的骨骼。
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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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bool contains(const Bone* value) const;
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/**
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* - The bone data.
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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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* - 骨骼数据。
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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inline const BoneData* getBoneData() const { return _boneData; }
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/**
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* - The visible of all slots in the bone.
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* @default true
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* @see dragonBones.Slot#visible
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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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* - 此骨骼所有插槽的可见。
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* @default true
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* @see dragonBones.Slot#visible
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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inline bool getVisible() const { return _visible; }
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void setVisible(bool value);
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/**
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* - The bone 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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* - 骨骼名称。
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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inline const std::string& getName() const { return _boneData->name; }
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/**
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* - The parent bone to which it belongs.
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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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* - 所属的父骨骼。
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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inline Bone* getParent() const { return _parent; }
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public: // For WebAssembly.
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inline int getOffsetMode() const { return (int)offsetMode; }
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inline void setOffsetMode(int value) { offsetMode = (OffsetMode)value; }
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};
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DRAGONBONES_NAMESPACE_END
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#endif // DRAGONBONES_BONE_H
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