axmol/extensions/dragonbones/armature/Bone.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_BONE_H
#define DRAGONBONES_BONE_H
#include "TransformObject.h"
#include "../model/ArmatureData.h"
#include "../animation/AnimationState.h"
DRAGONBONES_NAMESPACE_BEGIN
/**
* - Bone is one of the most important logical units in the armature animation system,
* and is responsible for the realization of translate, rotation, scaling in the animations.
* A armature can contain multiple bones.
* @see dragonBones.BoneData
* @see dragonBones.Armature
* @see dragonBones.Slot
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD><EFBFBD>߼<EFBFBD><EFBFBD><EFBFBD>Ԫ֮һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>𶯻<EFBFBD><EFBFBD>е<EFBFBD>ƽ<EFBFBD>ơ<EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ŵ<EFBFBD>ʵ<EFBFBD>֡<EFBFBD>
* һ<EFBFBD><EFBFBD><EFBFBD>Ǽ<EFBFBD><EFBFBD>п<EFBFBD><EFBFBD>԰<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @see dragonBones.BoneData
* @see dragonBones.Armature
* @see dragonBones.Slot
* @version DragonBones 3.0
* @language zh_CN
*/
class Bone final : public TransformObject
{
BIND_CLASS_TYPE_A(Bone);
public:
/**
* - The offset mode.
* @see #offset
* @version DragonBones 5.5
* @language en_US
*/
/**
* - ƫ<EFBFBD><EFBFBD>ģʽ<EFBFBD><EFBFBD>
* @see #offset
* @version DragonBones 5.5
* @language zh_CN
*/
OffsetMode offsetMode;
/**
* @internal
*/
Transform animationPose;
/**
* @internal
*/
bool _transformDirty;
/**
* @internal
*/
bool _childrenTransformDirty;
/**
* @internal
*/
bool _hasConstraint;
/**
* @internal
*/
BlendState _blendState;
/**
* @internal
*/
const BoneData* _boneData;
/**
* @internal
*/
std::vector<int>* _cachedFrameIndices;
protected:
bool _localDirty;
bool _visible;
int _cachedFrameIndex;
/**
* @private
*/
Bone* _parent;
protected:
void _onClear() override;
void _updateGlobalTransformMatrix(bool isCache);
public:
/**
* @internal
*/
void init(const BoneData* boneData, Armature* armatureValue);
/**
* @internal
*/
void update(int cacheFrameIndex);
/**
* @internal
*/
void updateByConstraint();
/**
* - Forces the bone to update the transform in the next frame.
* When the bone is not animated or its animation state is finished, the bone will not continue to update,
* and when the skeleton must be updated for some reason, the method needs to be called explicitly.
* @example
* TypeScript style, for reference only.
* <pre>
* let bone = armature.getBone("arm");
* bone.offset.scaleX = 2.0;
* bone.invalidUpdate();
* </pre>
* @version DragonBones 3.0
* @language en_US
*/
/**
* - ǿ<EFBFBD>ƹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ֡<EFBFBD><EFBFBD><EFBFBD>±<EFBFBD><EFBFBD>
* <EFBFBD><EFBFBD><EFBFBD>ù<EFBFBD><EFBFBD><EFBFBD>û<EFBFBD>ж<EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>£<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ijЩԭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>¹<EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD><EFBFBD>ʽ<EFBFBD><EFBFBD><EFBFBD>ø÷<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @example
* TypeScript <EFBFBD><EFBFBD><EFBFBD>񣬽<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ο<EFBFBD><EFBFBD><EFBFBD>
* <pre>
* let bone = armature.getBone("arm");
* bone.offset.scaleX = 2.0;
* bone.invalidUpdate();
* </pre>
* @version DragonBones 3.0
* @language zh_CN
*/
inline void invalidUpdate()
{
_transformDirty = true;
}
/**
* - Check whether the bone contains a specific bone.
* @see dragonBones.Bone
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ù<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD><EFBFBD>Ĺ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @see dragonBones.Bone
* @version DragonBones 3.0
* @language zh_CN
*/
bool contains(const Bone* value) const;
/**
* - The bone data.
* @version DragonBones 4.5
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݡ<EFBFBD>
* @version DragonBones 4.5
* @language zh_CN
*/
inline const BoneData* getBoneData() const
{
return _boneData;
}
/**
* - The visible of all slots in the bone.
* @default true
* @see dragonBones.Slot#visible
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD>˹<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>в<EFBFBD><EFBFBD>۵Ŀɼ<EFBFBD><EFBFBD><EFBFBD>
* @default true
* @see dragonBones.Slot#visible
* @version DragonBones 3.0
* @language zh_CN
*/
inline bool getVisible() const
{
return _visible;
}
void setVisible(bool value);
/**
* - The bone name.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ơ<EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
inline const std::string& getName() const
{
return _boneData->name;
}
/**
* - The parent bone to which it belongs.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @version DragonBones 3.0
* @language zh_CN
*/
inline Bone* getParent() const
{
return _parent;
}
public: // For WebAssembly.
inline int getOffsetMode() const { return (int)offsetMode; }
inline void setOffsetMode(int value) { offsetMode = (OffsetMode)value; }
};
DRAGONBONES_NAMESPACE_END
#endif // DRAGONBONES_BONE_H