mirror of https://github.com/axmolengine/axmol.git
262 lines
8.3 KiB
C
262 lines
8.3 KiB
C
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/****************************************************************************
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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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,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCBONE_H__
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#define __CCBONE_H__
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#include "editor-support/cocostudio/CCArmatureDefine.h"
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#include "editor-support/cocostudio/CCDatas.h"
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#include "editor-support/cocostudio/CCTween.h"
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#include "editor-support/cocostudio/CCDecorativeDisplay.h"
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#include "editor-support/cocostudio/CCDisplayManager.h"
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#include "editor-support/cocostudio/CocosStudioExport.h"
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#include "2d/CCNode.h"
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#include "math/CCMath.h"
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namespace cocostudio {
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class Armature;
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class CC_STUDIO_DLL Bone : public cocos2d::Node
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{
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public:
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/**
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* Allocates and initializes a bone.
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* @return A initialized bone which is marked as "autorelease".
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*/
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static Bone *create();
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/**
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* Allocates and initializes a bone.
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*
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* @param name If name is not null, then set name to the bone's name
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* @return A initialized bone which is marked as "autorelease".
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*/
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static Bone *create(const std::string& name);
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public:
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/**
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* @js ctor
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*/
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Bone();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~Bone();
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/**
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* Initializes an empty Bone with nothing init.
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*/
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virtual bool init() override;
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/**
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* Initializes a Bone with the specified name
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* @param name Bone's name.
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*/
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virtual bool init(const std::string& name);
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/**
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* Add display and use displayData to init the display.
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* If index already have a display, then replace it.
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* If index is current display index, then also change display to _index
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*
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* @param displayData it include the display information, like DisplayType.
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* If you want to create a sprite display, then create a SpriteDisplayData param
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*
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* @param index the index of the display you want to replace or add to
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* -1 : append display from back
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*/
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void addDisplay(DisplayData *displayData, int index);
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void addDisplay(cocos2d::Node *display, int index);
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void removeDisplay(int index);
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CC_DEPRECATED_ATTRIBUTE void changeDisplayByIndex(int index, bool force);
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CC_DEPRECATED_ATTRIBUTE void changeDisplayByName(const std::string& name, bool force);
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void changeDisplayWithIndex(int index, bool force);
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void changeDisplayWithName(const std::string& name, bool force);
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/**
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* Add a child to this bone, and it will let this child call setParent(Bone *parent) function to set self to it's parent
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* @param child the child you want to add
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*/
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void addChildBone(Bone *child);
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/**
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* Set parent bone.
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* If parent is null, then also remove this bone from armature.
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* It will not set the Armature, if you want to add the bone to a Armature, you should use Armature::addBone(Bone *bone, const char* parentName).
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*
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* @param parent the parent bone.
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* nullptr : remove this bone from armature
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*/
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void setParentBone(Bone *parent);
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/**
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* Get parent bone
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* @return parent bone
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*/
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Bone *getParentBone();
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using Node::removeFromParent;
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/**
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* Remove itself from its parent.
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* @param recursion whether or not to remove childBone's display
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*/
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void removeFromParent(bool recursion);
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/**
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* Removes a child Bone
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* @param bone the bone you want to remove
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*/
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void removeChildBone(Bone *bone, bool recursion);
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void update(float delta) override;
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void updateDisplayedColor(const cocos2d::Color3B &parentColor) override;
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void updateDisplayedOpacity(uint8_t parentOpacity) override;
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//! Update color to render display
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virtual void updateColor() override;
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//! Update zorder
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void updateZOrder();
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virtual void setLocalZOrder(int zOrder) override;
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Tween *getTween();
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/*
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* Whether or not the bone's transform property changed. if true, the bone will update the transform.
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*/
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virtual void setTransformDirty(bool dirty) { _boneTransformDirty = dirty; }
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virtual bool isTransformDirty() { return _boneTransformDirty; }
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virtual cocos2d::Mat4 getNodeToArmatureTransform() const;
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virtual cocos2d::Mat4 getNodeToWorldTransform() const override;
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cocos2d::Node *getDisplayRenderNode();
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DisplayType getDisplayRenderNodeType();
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/*
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* Get the ColliderBody list in this bone. The object in the Array is ColliderBody.
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*/
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virtual ColliderDetector* getColliderDetector() const;
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#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
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virtual void setColliderFilter(ColliderFilter *filter);
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virtual ColliderFilter *getColliderFilter();
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#endif
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virtual void setBoneData(BoneData *boneData);
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virtual BoneData *getBoneData() const;
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virtual void setArmature(Armature *armature);
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virtual Armature *getArmature() const;
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virtual void setChildArmature(Armature *childArmature);
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virtual Armature *getChildArmature() const;
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virtual DisplayManager *getDisplayManager() const { return _displayManager; }
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/**
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* @lua NA
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*/
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virtual void setIgnoreMovementBoneData(bool ignore) { _ignoreMovementBoneData = ignore; }
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virtual bool isIgnoreMovementBoneData() const { return _ignoreMovementBoneData; }
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/*
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* This function is deprecated, please use isIgnoreMovementBoneData()
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* @lua NA
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*/
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CC_DEPRECATED_ATTRIBUTE virtual bool getIgnoreMovementBoneData() const { return isIgnoreMovementBoneData(); }
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/*
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* Set blend function
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*/
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virtual void setBlendFunc(const cocos2d::BlendFunc& blendFunc);
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virtual cocos2d::BlendFunc getBlendFunc() { return _blendFunc; }
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/*
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* Set if blend function is dirty
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*/
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virtual void setBlendDirty(bool dirty) { _blendDirty = dirty; }
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virtual bool isBlendDirty() { return _blendDirty; }
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virtual FrameData *getTweenData() const { return _tweenData; }
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virtual BaseData *getWorldInfo() const { return _worldInfo; }
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protected:
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void applyParentTransform(Bone *parent);
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/*
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* The origin state of the Bone. Display's state is effected by _boneData, m_pNode, _tweenData
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* when call setData function, it will copy from the BoneData.
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*/
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BoneData *_boneData;
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//! A weak reference to the Armature
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Armature *_armature;
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//! A weak reference to the child Armature
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Armature *_childArmature;
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DisplayManager *_displayManager;
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/*
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* When Armature play an animation, if there is not a MovementBoneData of this bone in this MovementData, this bone will be hidden.
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* Set IgnoreMovementBoneData to true, then this bone will also be shown.
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*/
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bool _ignoreMovementBoneData;
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cocos2d::BlendFunc _blendFunc;
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bool _blendDirty;
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Tween *_tween; //! Calculate tween effect
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//! Used for making tween effect in every frame
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FrameData *_tweenData;
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Bone *_parentBone; //! A weak reference to its parent
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bool _boneTransformDirty; //! Whether or not transform dirty
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//! self Transform, use this to change display's state
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cocos2d::Mat4 _worldTransform;
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BaseData *_worldInfo;
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//! Armature's parent bone
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Bone *_armatureParentBone;
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//! Data version
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float _dataVersion;
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};
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}
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#endif /*__CCBONE_H__*/
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