/** * 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 */ /** * - 骨架是骨骼动画系统的核心。 * @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 */ /** * - 是否继承父骨架的动画控制。 * 如果该值为 true,当父骨架播放动画时,会尝试让子骨架播放同名动画。 * @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 _constraints; protected: bool _debugDraw; bool _lockUpdate; bool _slotsDirty; bool _zOrderDirty; bool _flipX; bool _flipY; std::vector _bones; std::vector _slots; std::vector _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. *
     *     removeChild(armature.display);
     *     armature.dispose();
     * 
* @version DragonBones 3.0 * @language en_US */ /** * - 释放骨架。 (回收到对象池) * @example * TypeScript 风格,仅供参考。 *
     *     removeChild(armature.display);
     *     armature.dispose();
     * 
* @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 */ /** * - 强制特定骨骼或其拥有的插槽在下一帧更新变换或显示属性。 * @param boneName - 骨骼名称。 (如果未设置,将更新所有骨骼) * @param updateSlot - 是否更新骨骼的插槽。 (默认: 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 */ /** * - 检查特定点是否在某个插槽的自定义边界框内。 * 点的坐标系为骨架内坐标系。 * 自定义边界框需要在 DragonBones Pro 中自定义。 * @param x - 点的水平坐标。 * @param y - 点的垂直坐标。 * @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 */ /** * - 检查特定线段是否与骨架的某个插槽的自定义边界框相交。 * 线段和交点的坐标系均为骨架内坐标系。 * 自定义边界框需要在 DragonBones Pro 中自定义。 * @param xA - 线段起点的水平坐标。 * @param yA - 线段起点的垂直坐标。 * @param xB - 线段终点的水平坐标。 * @param yB - 线段终点的垂直坐标。 * @param intersectionPointA - 线段从起点到终点与边界框相交的第一个交点。 (如果未设置,则不计算交点) * @param intersectionPointB - 线段从终点到起点与边界框相交的第一个交点。 (如果未设置,则不计算交点) * @param normalRadians - 交点边界框切线的法线弧度。 [x: 第一个交点切线的法线弧度, y: 第二个交点切线的法线弧度] * (如果未设置,则不计算法线) * @returns 线段从起点到终点相交的第一个自定义边界框的插槽。 * @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 */ /** * - 获取特定的骨骼。 * @param name - 骨骼名称。 * @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 */ /** * - 通过显示对象获取特定的骨骼。 * @param display - 显示对象。 * @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 */ /** * - 获取特定的插槽。 * @param name - 插槽名称。 * @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 */ /** * - 通过显示对象获取特定的插槽。 * @param display - 显示对象。 * @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 */ /** * - 获取所有的骨骼。 * @see dragonBones.Bone * @version DragonBones 3.0 * @language zh_CN */ inline const std::vector& getBones() const { return _bones; } /** * - Get all slots. * @see dragonBones.Slot * @version DragonBones 3.0 * @language en_US */ /** * - 获取所有的插槽。 * @see dragonBones.Slot * @version DragonBones 3.0 * @language zh_CN */ inline const std::vector& getSlots() const { return _slots; } /** * - Whether to flip the armature horizontally. * @version DragonBones 5.5 * @language en_US */ /** * - 是否将骨架水平翻转。 * @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 */ /** * - 是否将骨架垂直翻转。 * @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. *
     *     armature.cacheFrameRate = 24;
     * 
* @see dragonBones.DragonBonesData#frameRate * @see dragonBones.ArmatureData#frameRate * @version DragonBones 4.5 * @language en_US */ /** * - 动画缓存帧率,当设置的值大于 0 的时,将会开启动画缓存。 * 通过将动画数据缓存在内存中来提高运行性能,会有一定的内存开销。 * 帧率不宜设置的过高,通常跟动画的帧率相当且低于程序运行的帧率。 * 开启动画缓存后,某些功能将会失效,比如骨骼的 offset 属性等。 * @example * TypeScript 风格,仅供参考。 *
     *     armature.cacheFrameRate = 24;
     * 
* @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 */ /** * - 骨架名称。 * @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 */ /** * - 骨架数据。 * @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 */ /** * - 动画播放器。 * @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 */ /** * - 该骨架的 EventDispatcher 实例。 * @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 */ /** * - 显示容器实例。 * 插槽的显示对象都会以此显示容器为父级。 * 根据渲染引擎的不同,类型会不同,通常是 DisplayObjectContainer 类型。 * @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 */ /** * - 该骨架所属的父插槽。 * @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