mirror of https://github.com/axmolengine/axmol.git
162 lines
4.7 KiB
C
162 lines
4.7 KiB
C
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/**
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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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*
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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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*
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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_TRANSFORM_OBJECT_H
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#define DRAGONBONES_TRANSFORM_OBJECT_H
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#include "../core/BaseObject.h"
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#include "../geom/Matrix.h"
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#include "../geom/Transform.h"
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DRAGONBONES_NAMESPACE_BEGIN
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/**
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* - The base class of the transform object.
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* @see dragonBones.Transform
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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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* - <EFBFBD>任<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><EFBFBD>ࡣ
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* @see dragonBones.Transform
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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class TransformObject : public BaseObject
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{
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ABSTRACT_CLASS(TransformObject);
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protected:
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static Matrix _helpMatrix;
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static Transform _helpTransform;
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static Point _helpPoint;
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public:
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/**
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* - A matrix relative to the armature coordinate system.
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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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* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڹǼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD>ľ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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Matrix globalTransformMatrix;
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/**
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* - A transform relative to the armature coordinate system.
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* @see #updateGlobalTransform()
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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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* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڹǼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD>ı任<EFBFBD><EFBFBD>
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* @see #updateGlobalTransform()
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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Transform global;
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/**
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* - The offset transform relative to the armature or the parent bone coordinate system.
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* @see #dragonBones.Bone#invalidUpdate()
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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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* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڹǼܻ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><EFBFBD>ƫ<EFBFBD>Ʊ任<EFBFBD><EFBFBD>
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* @see #dragonBones.Bone#invalidUpdate()
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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Transform offset;
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/**
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* @private
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*/
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const Transform* origin;
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/**
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* @private
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*/
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void* userData;
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public:
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/**
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* @internal
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*/
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Armature* _armature;
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protected:
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bool _globalDirty;
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protected:
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virtual void _onClear() override;
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public:
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/**
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* - For performance considerations, rotation or scale in the {@link #global} attribute of the bone or slot is not always properly accessible,
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* some engines do not rely on these attributes to update rendering, such as Egret.
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* The use of this method ensures that the access to the {@link #global} property is correctly rotation or scale.
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* @example
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* TypeScript style, for reference only.
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* <pre>
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* bone.updateGlobalTransform();
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* let rotation = bone.global.rotation;
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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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* - <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>沢<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>
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* 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>
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* @example
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* TypeScript <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ο<EFBFBD><EFBFBD><EFBFBD>
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* <pre>
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* bone.updateGlobalTransform();
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* let rotation = bone.global.rotation;
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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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void updateGlobalTransform();
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/**
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* - The armature 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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* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĹǼܡ<EFBFBD>
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* @version DragonBones 3.0
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* @language zh_CN
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*/
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inline Armature* getArmature() const
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{
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return _armature;
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}
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public: // For WebAssembly.
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Matrix* getGlobalTransformMatrix() { return &globalTransformMatrix; }
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Transform* getGlobal() { return &global; }
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Transform* getOffset() { return &offset; }
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const Transform* getOrigin() const { return origin; }
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};
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DRAGONBONES_NAMESPACE_END
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#endif // DRAGONBONES_TRANSFORM_OBJECT_H
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