/** * 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 */ /** * - 骨骼在骨骼动画体系中是最重要的逻辑单元之一,负责动画中的平移、旋转、缩放的实现。 * 一个骨架中可以包含多个骨骼。 * @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 */ /** * - 偏移模式。 * @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* _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. *
     *     let bone = armature.getBone("arm");
     *     bone.offset.scaleX = 2.0;
     *     bone.invalidUpdate();
     * 
* @version DragonBones 3.0 * @language en_US */ /** * - 强制骨骼在下一帧更新变换。 * 当该骨骼没有动画状态或其动画状态播放完成时,骨骼将不在继续更新,而此时由于某些原因必须更新骨骼时,则需要显式调用该方法。 * @example * TypeScript 风格,仅供参考。 *
     *     let bone = armature.getBone("arm");
     *     bone.offset.scaleX = 2.0;
     *     bone.invalidUpdate();
     * 
* @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 */ /** * - 检查该骨骼是否包含特定的骨骼。 * @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 */ /** * - 骨骼数据。 * @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 */ /** * - 此骨骼所有插槽的可见。 * @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 */ /** * - 骨骼名称。 * @version DragonBones 3.0 * @language zh_CN */ inline std::string_view getName() const { return _boneData->name; } /** * - The parent bone to which it belongs. * @version DragonBones 3.0 * @language en_US */ /** * - 所属的父骨骼。 * @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