axmol/extensions/DragonBones/armature/Armature.h

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/**
* 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_ARMATURE_H
#define DRAGONBONES_ARMATURE_H
#include "../core/BaseObject.h"
#include "../animation/IAnimatable.h"
#include "../model/ArmatureData.h"
#include "IArmatureProxy.h"
DRAGONBONES_NAMESPACE_BEGIN
/**
* - Armature is the core of the skeleton animation system.
* @see dragonBones.ArmatureData
* @see dragonBones.Bone
* @see dragonBones.Slot
* @see dragonBones.Animation
* @version DragonBones 3.0
* @language en_US
*/
/**
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* -
* @see dragonBones.ArmatureData
* @see dragonBones.Bone
* @see dragonBones.Slot
* @see dragonBones.Animation
* @version DragonBones 3.0
* @language zh_CN
*/
class Armature : public virtual IAnimatable, public BaseObject
{
BIND_CLASS_TYPE_B(Armature);
private:
static bool _onSortSlots(Slot* a, Slot* b);
public:
/**
* - Whether to inherit the animation control of the parent armature.
* True to try to have the child armature play an animation with the same name when the parent armature play the animation.
* @default true
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* true
* @default true
* @version DragonBones 4.5
* @language zh_CN
*/
bool inheritAnimation;
/**
* @private
*/
void* userData;
public:
/**
* @internal
*/
int _cacheFrameIndex;
/**
* @internal
*/
ArmatureData* _armatureData;
/**
* @internal
*/
DragonBones* _dragonBones;
/**
* @internal
*/
Slot* _parent;
/**
* @internal
*/
TextureAtlasData* _replaceTextureAtlasData;
/**
* @internal
*/
std::vector<Constraint*> _constraints;
protected:
bool _debugDraw;
bool _lockUpdate;
bool _slotsDirty;
bool _zOrderDirty;
bool _flipX;
bool _flipY;
std::vector<Bone*> _bones;
std::vector<Slot*> _slots;
std::vector<EventObject*> _actions;
Animation* _animation;
IArmatureProxy* _proxy;
void* _display;
WorldClock* _clock;
void* _replacedTexture;
public:
Armature() :
_animation(nullptr),
_proxy(nullptr),
_clock(nullptr),
_replaceTextureAtlasData(nullptr)
{
_onClear();
}
virtual ~Armature()
{
_onClear();
}
protected:
virtual void _onClear() override;
private:
void _sortSlots();
public:
/**
* @internal
*/
void _sortZOrder(const int16_t* slotIndices, unsigned offset);
/**
* @internal
*/
void _addBone(Bone* value);
/**
* @internal
*/
void _addSlot(Slot* value);
/**
* @internal
*/
void _addConstraint(Constraint* value);
/**
* @internal
*/
void _bufferAction(EventObject* action, bool append);
/**
* - Dispose the armature. (Return to the object pool)
* @example
* TypeScript style, for reference only.
* <pre>
* removeChild(armature.display);
* armature.dispose();
* </pre>
* @version DragonBones 3.0
* @language en_US
*/
/**
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* -
* @example
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* TypeScript
* <pre>
* removeChild(armature.display);
* armature.dispose();
* </pre>
* @version DragonBones 3.0
* @language zh_CN
*/
void dispose();
/**
* @internal
*/
void init(ArmatureData *armatureData, IArmatureProxy* proxy, void* display, DragonBones* dragonBones);
/**
* @inheritDoc
*/
void advanceTime(float passedTime) override;
/**
* - Forces a specific bone or its owning slot to update the transform or display property in the next frame.
* @param boneName - The bone name. (If not set, all bones will be update)
* @param updateSlot - Whether to update the bone's slots. (Default: false)
* @see dragonBones.Bone#invalidUpdate()
* @see dragonBones.Slot#invalidUpdate()
* @version DragonBones 3.0
* @language en_US
*/
/**
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* -
* @param boneName -
* @param updateSlot - : false
* @see dragonBones.Bone#invalidUpdate()
* @see dragonBones.Slot#invalidUpdate()
* @version DragonBones 3.0
* @language zh_CN
*/
void invalidUpdate(const std::string& boneName = "", bool updateSlot = false);
/**
* - Check whether a specific point is inside a custom bounding box in a slot.
* The coordinate system of the point is the inner coordinate system of the armature.
* Custom bounding boxes need to be customized in Dragonbones Pro.
* @param x - The horizontal coordinate of the point.
* @param y - The vertical coordinate of the point.
* @version DragonBones 5.0
* @language en_US
*/
/**
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* -
*
* DragonBones Pro
* @param x -
* @param y -
* @version DragonBones 5.0
* @language zh_CN
*/
Slot* containsPoint(float x, float y) const;
/**
* - Check whether a specific segment intersects a custom bounding box for a slot in the armature.
* The coordinate system of the segment and intersection is the inner coordinate system of the armature.
* Custom bounding boxes need to be customized in Dragonbones Pro.
* @param xA - The horizontal coordinate of the beginning of the segment.
* @param yA - The vertical coordinate of the beginning of the segment.
* @param xB - The horizontal coordinate of the end point of the segment.
* @param yB - The vertical coordinate of the end point of the segment.
* @param intersectionPointA - The first intersection at which a line segment intersects the bounding box from the beginning to the end. (If not set, the intersection point will not calculated)
* @param intersectionPointB - The first intersection at which a line segment intersects the bounding box from the end to the beginning. (If not set, the intersection point will not calculated)
* @param normalRadians - The normal radians of the tangent of the intersection boundary box. [x: Normal radian of the first intersection tangent, y: Normal radian of the second intersection tangent] (If not set, the normal will not calculated)
* @returns The slot of the first custom bounding box where the segment intersects from the start point to the end point.
* @version DragonBones 5.0
* @language en_US
*/
/**
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* - 线
* 线
* DragonBones Pro
* @param xA - 线
* @param yA - 线
* @param xB - 线
* @param yB - 线
* @param intersectionPointA - 线
* @param intersectionPointB - 线
* @param normalRadians - 线线 [x: 线线, y: 线线] 线
* @returns 线
* @version DragonBones 5.0
* @language zh_CN
*/
Slot* intersectsSegment(
float xA, float yA, float xB, float yB,
Point* intersectionPointA = nullptr,
Point* intersectionPointB = nullptr,
Point* normalRadians = nullptr
) const;
/**
* - Get a specific bone.
* @param name - The bone name.
* @see dragonBones.Bone
* @version DragonBones 3.0
* @language en_US
*/
/**
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* -
* @param name -
* @see dragonBones.Bone
* @version DragonBones 3.0
* @language zh_CN
*/
Bone* getBone(const std::string& name) const;
/**
* - Get a specific bone by the display.
* @param display - The display object.
* @see dragonBones.Bone
* @version DragonBones 3.0
* @language en_US
*/
/**
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* -
* @param display -
* @see dragonBones.Bone
* @version DragonBones 3.0
* @language zh_CN
*/
Bone* getBoneByDisplay(void* display) const;
/**
* - Get a specific slot.
* @param name - The slot name.
* @see dragonBones.Slot
* @version DragonBones 3.0
* @language en_US
*/
/**
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* -
* @param name -
* @see dragonBones.Slot
* @version DragonBones 3.0
* @language zh_CN
*/
Slot* getSlot(const std::string& name) const;
/**
* - Get a specific slot by the display.
* @param display - The display object.
* @see dragonBones.Slot
* @version DragonBones 3.0
* @language en_US
*/
/**
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* -
* @param display -
* @see dragonBones.Slot
* @version DragonBones 3.0
* @language zh_CN
*/
Slot* getSlotByDisplay(void* display) const;
/**
* - Get all bones.
* @see dragonBones.Bone
* @version DragonBones 3.0
* @language en_US
*/
/**
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* -
* @see dragonBones.Bone
* @version DragonBones 3.0
* @language zh_CN
*/
inline const std::vector<Bone*>& getBones() const
{
return _bones;
}
/**
* - Get all slots.
* @see dragonBones.Slot
* @version DragonBones 3.0
* @language en_US
*/
/**
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* -
* @see dragonBones.Slot
* @version DragonBones 3.0
* @language zh_CN
*/
inline const std::vector<Slot*>& getSlots() const
{
return _slots;
}
/**
* - Whether to flip the armature horizontally.
* @version DragonBones 5.5
* @language en_US
*/
/**
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* -
* @version DragonBones 5.5
* @language zh_CN
*/
bool getFlipX() const
{
return _flipX;
}
void setFlipX(bool value)
{
_flipX = value;
invalidUpdate("");
}
/**
* - Whether to flip the armature vertically.
* @version DragonBones 5.5
* @language en_US
*/
/**
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* -
* @version DragonBones 5.5
* @language zh_CN
*/
bool getFlipY() const
{
return _flipY;
}
void setFlipY(bool value)
{
_flipY = value;
invalidUpdate("");
}
/**
* - The animation cache frame rate, which turns on the animation cache when the set value is greater than 0.
* There is a certain amount of memory overhead to improve performance by caching animation data in memory.
* The frame rate should not be set too high, usually with the frame rate of the animation is similar and lower than the program running frame rate.
* When the animation cache is turned on, some features will fail, such as the offset property of bone.
* @example
* TypeScript style, for reference only.
* <pre>
* armature.cacheFrameRate = 24;
* </pre>
* @see dragonBones.DragonBonesData#frameRate
* @see dragonBones.ArmatureData#frameRate
* @version DragonBones 4.5
* @language en_US
*/
/**
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* - 0
*
*
* offset
* @example
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* TypeScript
* <pre>
* armature.cacheFrameRate = 24;
* </pre>
* @see dragonBones.DragonBonesData#frameRate
* @see dragonBones.ArmatureData#frameRate
* @version DragonBones 4.5
* @language zh_CN
*/
inline unsigned getCacheFrameRate() const
{
return _armatureData->cacheFrameRate;
}
void setCacheFrameRate(unsigned value);
/**
* - The armature name.
* @version DragonBones 3.0
* @language en_US
*/
/**
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* -
* @version DragonBones 3.0
* @language zh_CN
*/
inline const std::string& getName() const
{
return _armatureData->name;
}
/**
* - The armature data.
* @see dragonBones.ArmatureData
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* @see dragonBones.ArmatureData
* @version DragonBones 4.5
* @language zh_CN
*/
inline const ArmatureData* getArmatureData() const
{
return _armatureData;
}
/**
* - The animation player.
* @see dragonBones.Animation
* @version DragonBones 3.0
* @language en_US
*/
/**
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* -
* @see dragonBones.Animation
* @version DragonBones 3.0
* @language zh_CN
*/
inline Animation* getAnimation() const
{
return _animation;
}
/**
* @pivate
*/
inline IArmatureProxy* getProxy() const
{
return _proxy;
}
/**
* - The EventDispatcher instance of the armature.
* @version DragonBones 4.5
* @language en_US
*/
/**
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* - EventDispatcher
* @version DragonBones 4.5
* @language zh_CN
*/
inline IEventDispatcher* getEventDispatcher() const
{
return _proxy;
}
/**
* - The display container.
* The display of the slot is displayed as the parent.
* Depending on the rendering engine, the type will be different, usually the DisplayObjectContainer type.
* @version DragonBones 3.0
* @language en_US
*/
/**
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* -
*
* DisplayObjectContainer
* @version DragonBones 3.0
* @language zh_CN
*/
inline void* getDisplay() const
{
return _display;
}
/**
* @private
*/
inline void* getReplacedTexture() const
{
return _replacedTexture;
}
void setReplacedTexture(void* value);
/**
* @inheritDoc
*/
inline WorldClock* getClock() const override
{
return _clock;
}
void setClock(WorldClock* value) override;
/**
* - Get the parent slot which the armature belongs to.
* @see dragonBones.Slot
* @version DragonBones 4.5
* @language en_US
*/
/**
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* -
* @see dragonBones.Slot
* @version DragonBones 4.5
* @language zh_CN
*/
inline Slot* getParent() const
{
return _parent;
}
public: // For WebAssembly.
IAnimatable* getAnimatable() const { return (IAnimatable*)this; }
};
DRAGONBONES_NAMESPACE_END
#endif // DRAGONBONES_ARMATURE_H