axmol/cocos/editor-support/dragonBones/armature/TransformObject.h

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2019-11-24 23:15:56 +08:00
/**
* The MIT License (MIT)
*
* Copyright (c) 2012-2018 DragonBones team and other contributors
*
* 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.
*/
#ifndef DRAGONBONES_TRANSFORM_OBJECT_H
#define DRAGONBONES_TRANSFORM_OBJECT_H
#include "../core/BaseObject.h"
#include "../geom/Matrix.h"
#include "../geom/Transform.h"
DRAGONBONES_NAMESPACE_BEGIN
/**
* - The base class of the transform object.
* @see dragonBones.Transform
* @version DragonBones 4.5
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><EFBFBD>
* @see dragonBones.Transform
* @version DragonBones 4.5
* @language zh_CN
*/
class TransformObject : public BaseObject
{
ABSTRACT_CLASS(TransformObject);
protected:
static Matrix _helpMatrix;
static Transform _helpTransform;
static Point _helpPoint;
public:
/**
* - A matrix relative to the armature coordinate system.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڹǼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD>ľ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
Matrix globalTransformMatrix;
/**
* - A transform relative to the armature coordinate system.
* @see #updateGlobalTransform()
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڹǼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD>ı<EFBFBD><EFBFBD>
* @see #updateGlobalTransform()
* @version DragonBones 3.0
* @language zh_CN
*/
Transform global;
/**
* - The offset transform relative to the armature or the parent bone coordinate system.
* @see #dragonBones.Bone#invalidUpdate()
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڹǼܻ򸸹<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><EFBFBD>ƫ<EFBFBD>Ʊ<EFBFBD><EFBFBD>
* @see #dragonBones.Bone#invalidUpdate()
* @version DragonBones 3.0
* @language zh_CN
*/
Transform offset;
/**
* @private
*/
const Transform* origin;
/**
* @private
*/
void* userData;
public:
/**
* @internal
*/
Armature* _armature;
protected:
bool _globalDirty;
protected:
virtual void _onClear() override;
public:
/**
* - For performance considerations, rotation or scale in the {@link #global} attribute of the bone or slot is not always properly accessible,
* some engines do not rely on these attributes to update rendering, such as Egret.
* The use of this method ensures that the access to the {@link #global} property is correctly rotation or scale.
* @example
* TypeScript style, for reference only.
* <pre>
* bone.updateGlobalTransform();
* let rotation = bone.global.rotation;
* </pre>
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܵĿ<EFBFBD><EFBFBD>ǣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>۵<EFBFBD> {@link #global} <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>е<EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ų<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȷ<EFBFBD>ɷ<EFBFBD><EFBFBD>ʵģ<EFBFBD><EFBFBD><EFBFBD>Щ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Щ<EFBFBD><EFBFBD><EFBFBD>Ը<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Egret<EFBFBD><EFBFBD>
* ʹ<EFBFBD>ô˷<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա<EFBFBD>֤<EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD> {@link #global} <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȷ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>š<EFBFBD>
* @example
* TypeScript <EFBFBD><EFBFBD><EFBFBD>񣬽<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ο<EFBFBD><EFBFBD><EFBFBD>
* <pre>
* bone.updateGlobalTransform();
* let rotation = bone.global.rotation;
* </pre>
* @version DragonBones 3.0
* @language zh_CN
*/
void updateGlobalTransform();
/**
* - The armature to which it belongs.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĹǼܡ<EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
inline Armature* getArmature() const
{
return _armature;
}
public: // For WebAssembly.
Matrix* getGlobalTransformMatrix() { return &globalTransformMatrix; }
Transform* getGlobal() { return &global; }
Transform* getOffset() { return &offset; }
const Transform* getOrigin() const { return origin; }
};
DRAGONBONES_NAMESPACE_END
#endif // DRAGONBONES_TRANSFORM_OBJECT_H