2013-06-06 12:02:54 +08:00
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/****************************************************************************
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Copyright (c) 2013 cocos2d-x.org
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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 "utils/CCArmatureDefine.h"
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#include "datas/CCDatas.h"
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#include "animation/CCTween.h"
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#include "external_tool/CCTexture2DMutable.h"
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#include "display/CCDecorativeDisplay.h"
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#include "display/CCDisplayManager.h"
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namespace cocos2d { namespace extension { namespace armature {
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class Armature;
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class Bone : public NodeRGBA
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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 char *name);
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public:
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Bone();
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virtual ~Bone(void);
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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();
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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 char *name);
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/**
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* Add display and use _DisplayData 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 changeDisplayByIndex(int index, 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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* NULL : 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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/**
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* Remove itself from its parent Bone.
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* @param recursion Whether to remove Child 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);
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void updateDisplayedColor(const Color3B &parentColor);
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void updateDisplayedOpacity(GLubyte parentOpacity);
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//! Update color to render display
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void updateColor();
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Array *getChildren();
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Tween *getTween();
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virtual void setZOrder(int zOrder);
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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);
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virtual bool isTransformDirty();
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virtual AffineTransform nodeToArmatureTransform();
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public:
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/*
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* The origin state of the Bone. Display's state is effected by _boneData, _node, _tweenData
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* when call setData function, it will copy from the BoneData.
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*/
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CC_PROPERTY(BoneData *, _boneData, BoneData);
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//! A weak reference to the Armature
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CC_PROPERTY(Armature *, _armature, Armature);
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//! A weak reference to the child Armature
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CC_PROPERTY(Armature *, _childArmature, ChildArmature);
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CC_SYNTHESIZE(DisplayManager *, _displayManager, DisplayManager)
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/*
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* When Armature play a animation, if there is not a MovementBoneData of this bone in this MovementData, this bone will hide.
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* Set IgnoreMovementBoneData to true, then this bone will also show.
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*/
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CC_SYNTHESIZE_PASS_BY_REF(bool, _ignoreMovementBoneData, IgnoreMovementBoneData)
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protected:
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Tween *_tween; //! Calculate tween effect
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//! Used for make tween effect between every frame
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CC_SYNTHESIZE_READONLY(FrameData *, _tweenData, TweenData);
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CC_SYNTHESIZE_PASS_BY_REF(std::string, _name, Name);
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//! Lazy allocs
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void childrenAlloc(void);
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Array *_children;
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Bone *_parent; //! A weak reference to it's parent
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bool _transformDirty; //! Whether or not transform dirty
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//! self Transform, use this to change display's state
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AffineTransform _worldTransform;
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};
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2013-06-17 21:32:15 +08:00
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}}} // namespace cocos2d { namespace extension { namespace armature {
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#endif /*__CCBONE_H__*/
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