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/****************************************************************************
Copyright ( c ) 2013 cocos2d - x . org
http : //www.cocos2d-x.org
Permission is hereby granted , free of charge , to any person obtaining a copy
of this software and associated documentation files ( the " Software " ) , to deal
in the Software without restriction , including without limitation the rights
to use , copy , modify , merge , publish , distribute , sublicense , and / or sell
copies of the Software , and to permit persons to whom the Software is
furnished to do so , subject to the following conditions :
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software .
THE SOFTWARE IS PROVIDED " AS IS " , WITHOUT WARRANTY OF ANY KIND , EXPRESS OR
IMPLIED , INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY ,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT . IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM , DAMAGES OR OTHER
LIABILITY , WHETHER IN AN ACTION OF CONTRACT , TORT OR OTHERWISE , ARISING FROM ,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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# ifndef __CCARMATURE_H__
# define __CCARMATURE_H__
# include "utils/CCArmatureDefine.h"
# include "CCBone.h"
# include "display/CCBatchNode.h"
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# include "animation/CCArmatureAnimation.h"
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class b2Body ;
struct cpBody ;
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NS_CC_EXT_ARMATURE_BEGIN
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class Armature : public NodeRGBA , public BlendProtocol
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{
public :
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/**
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* Allocates and initializes an armature .
* @ return An initialized armature which is marked as " autorelease " .
*/
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static Armature * create ( ) ;
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/**
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* Allocates an armature , and use the ArmatureData named name in ArmatureDataManager to initializes the armature .
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*
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* @ param name Armature will use the name to find the ArmatureData to initializes it .
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* @ return A initialized armature which is marked as " autorelease " .
*/
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static Armature * create ( const char * name ) ;
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static Armature * create ( const char * name , Bone * parentBone ) ;
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public :
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Armature ( ) ;
~ Armature ( void ) ;
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/**
* Init the empty armature
*/
virtual bool init ( ) ;
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/**
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* Init an armature with specified name
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* @ param name Armature name
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*/
virtual bool init ( const char * name ) ;
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virtual bool init ( const char * name , Bone * parentBone ) ;
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/**
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* Add a Bone to this Armature ,
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*
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* @ param bone The Bone you want to add to Armature
* @ param parentName The parent Bone ' s name you want to add to . If it ' s NULL , then set Armature to its parent
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*/
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virtual void addBone ( Bone * bone , const char * parentName ) ;
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/**
* Get a bone with the specified name
*
* @ param name The bone ' s name you want to get
*/
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virtual Bone * getBone ( const char * name ) const ;
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/**
* Change a bone ' s parent with the specified parent name .
*
* @ param bone The bone you want to change parent
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* @ param parentName The new parent ' s name .
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*/
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virtual void changeBoneParent ( Bone * bone , const char * parentName ) ;
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/**
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* Remove a bone with the specified name . If recursion it will also remove child Bone recursionly .
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*
* @ param bone The bone you want to remove
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* @ param recursion Determine whether remove the bone ' s child recursion .
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*/
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virtual void removeBone ( Bone * bone , bool recursion ) ;
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/**
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* Get Armature ' s bone dictionary
* @ return Armature ' s bone dictionary
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*/
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Dictionary * getBoneDic ( ) ;
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/**
* This boundingBox will calculate all bones ' boundingBox every time
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*/
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virtual Rect getBoundingBox ( ) const ;
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Bone * getBoneAtPoint ( float x , float y ) ;
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virtual void visit ( ) ;
virtual void update ( float dt ) ;
virtual void draw ( ) ;
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virtual const AffineTransform & getNodeToParentTransform ( ) const ;
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/**
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* Set contentsize and Calculate anchor point .
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*/
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virtual void updateOffsetPoint ( ) ;
inline void setBlendFunc ( const BlendFunc & blendFunc )
{
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_blendFunc = blendFunc ;
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}
inline const BlendFunc & getBlendFunc ( void ) const
{
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return _blendFunc ;
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}
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virtual void setAnimation ( ArmatureAnimation * animation ) ;
virtual ArmatureAnimation * getAnimation ( ) ;
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virtual bool getArmatureTransformDirty ( ) ;
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# if ENABLE_PHYSICS_BOX2D_DETECT
virtual b2Fixture * getShapeList ( ) ;
# elif ENABLE_PHYSICS_CHIPMUNK_DETECT
virtual cpShape * getShapeList ( ) ;
# endif
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protected :
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/*
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* Used to create Bone internal
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*/
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Bone * createBone ( const char * boneName ) ;
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//! Update blend function
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void updateBlendType ( BlendType blendType ) ;
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CC_SYNTHESIZE ( ArmatureData * , _armatureData , ArmatureData ) ;
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CC_SYNTHESIZE ( BatchNode * , _batchNode , BatchNode ) ;
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CC_SYNTHESIZE ( std : : string , _name , Name ) ;
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CC_SYNTHESIZE ( TextureAtlas * , _atlas , TextureAtlas ) ;
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CC_SYNTHESIZE ( Bone * , _parentBone , ParentBone ) ;
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CC_SYNTHESIZE ( float , _version , Version ) ;
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protected :
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mutable bool _armatureTransformDirty ;
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Dictionary * _boneDic ; //! The dictionary of the bones, include all bones in the armature, no matter it is the direct bone or the indirect bone. It is different from m_pChindren.
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Array * _topBoneList ;
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BlendFunc _blendFunc ; //! It's required for CCTextureProtocol inheritance
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Point _offsetPoint ;
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ArmatureAnimation * _animation ;
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# if ENABLE_PHYSICS_BOX2D_DETECT
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CC_PROPERTY ( b2Body * , _body , Body ) ;
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# elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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CC_PROPERTY ( cpBody * , _body , Body ) ;
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# endif
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} ;
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NS_CC_EXT_ARMATURE_END
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# endif /*__CCARMATURE_H__*/