mirror of https://github.com/axmolengine/axmol.git
287 lines
9.4 KiB
C++
287 lines
9.4 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-2020 simdsoft, @HALX99
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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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,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCARMATURE_H__
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#define __CCARMATURE_H__
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#include "cocostudio/CCArmatureDefine.h"
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#include "cocostudio/CCBone.h"
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#include "cocostudio/CCBatchNode.h"
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#include "cocostudio/CCArmatureAnimation.h"
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#include "cocostudio/CCSpriteFrameCacheHelper.h"
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#include "cocostudio/CCArmatureDataManager.h"
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#include "cocostudio/CocosStudioExport.h"
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#include "math/CCMath.h"
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class b2Body;
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struct cpBody;
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namespace cocostudio {
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CC_DEPRECATED_ATTRIBUTE typedef ProcessBase CCProcessBase;
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CC_DEPRECATED_ATTRIBUTE typedef BaseData CCBaseData;
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CC_DEPRECATED_ATTRIBUTE typedef DisplayData CCDisplayData;
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CC_DEPRECATED_ATTRIBUTE typedef SpriteDisplayData CCSpriteDisplayData;
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CC_DEPRECATED_ATTRIBUTE typedef ArmatureDisplayData CCArmatureDisplayData;
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CC_DEPRECATED_ATTRIBUTE typedef ParticleDisplayData CCParticleDisplayData;
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CC_DEPRECATED_ATTRIBUTE typedef BoneData CCBoneData;
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CC_DEPRECATED_ATTRIBUTE typedef FrameData CCFrameData;
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CC_DEPRECATED_ATTRIBUTE typedef MovementBoneData CCMovementBoneData;
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CC_DEPRECATED_ATTRIBUTE typedef MovementData CCMovementData;
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CC_DEPRECATED_ATTRIBUTE typedef AnimationData CCAnimationData;
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CC_DEPRECATED_ATTRIBUTE typedef ContourData CCContourData;
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CC_DEPRECATED_ATTRIBUTE typedef TextureData CCTextureData;
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CC_DEPRECATED_ATTRIBUTE typedef DecorativeDisplay CCDecorativeDisplay;
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CC_DEPRECATED_ATTRIBUTE typedef DisplayData CCDisplayData;
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CC_DEPRECATED_ATTRIBUTE typedef DisplayFactory CCDisplayFactory;
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CC_DEPRECATED_ATTRIBUTE typedef BatchNode CCBatchNode;
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CC_DEPRECATED_ATTRIBUTE typedef DecorativeDisplay CCDecorativeDisplay;
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CC_DEPRECATED_ATTRIBUTE typedef DisplayManager CCDisplayManager;
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CC_DEPRECATED_ATTRIBUTE typedef ColliderBody CCColliderBody;
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CC_DEPRECATED_ATTRIBUTE typedef ColliderDetector CCColliderDetector;
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CC_DEPRECATED_ATTRIBUTE typedef SpriteFrameCacheHelper CCSpriteFrameCacheHelper;
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CC_DEPRECATED_ATTRIBUTE typedef ArmatureData CCArmatureData;
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CC_DEPRECATED_ATTRIBUTE typedef Bone CCBone;
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CC_DEPRECATED_ATTRIBUTE typedef ArmatureAnimation CCArmatureAnimation;
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CC_DEPRECATED_ATTRIBUTE typedef Armature CCArmature;
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CC_DEPRECATED_ATTRIBUTE typedef ArmatureDataManager CCArmatureDataManager;
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CC_DEPRECATED_ATTRIBUTE typedef cocos2d::tweenfunc::TweenType CCTweenType;
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class CC_STUDIO_DLL Armature : public cocos2d::Node, public cocos2d::BlendProtocol
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{
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public:
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/**
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* Allocates and initializes an armature.
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* @return An initialized armature which is marked as "autorelease".
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*/
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static Armature *create();
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/**
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* Allocates an armature, and use the ArmatureData named name in ArmatureDataManager to initializes the armature.
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*
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* @param name Armature will use the name to find the ArmatureData to initializes it.
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* @return A initialized armature which is marked as "autorelease".
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*/
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static Armature *create(const std::string& name);
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static Armature *create(const std::string& name, Bone *parentBone);
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public:
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/**
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* @js ctor
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*/
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Armature();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~Armature();
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/**
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* Init the empty armature
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*/
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virtual bool init() override;
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/**
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* Init an armature with specified name
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* @param name Armature name
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*/
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virtual bool init(const std::string& name);
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virtual bool init(const std::string& name, Bone *parentBone);
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/**
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* Add a Bone to this Armature,
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*
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* @param bone The Bone you want to add to Armature
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* @param parentName The parent Bone's name you want to add to . If it's nullptr, then set Armature to its parent
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*/
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virtual void addBone(Bone *bone, const std::string& parentName);
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/**
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* Get a bone with the specified name
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*
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* @param name The bone's name you want to get
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*/
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virtual Bone *getBone(const std::string& name) const;
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/**
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* Change a bone's parent with the specified parent name.
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*
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* @param bone The bone you want to change parent
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* @param parentName The new parent's name.
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*/
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virtual void changeBoneParent(Bone *bone, const std::string& parentName);
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/**
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* Remove a bone with the specified name. If recursion it will also remove child Bone recursionly.
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*
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* @param bone The bone you want to remove
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* @param recursion Determine whether remove the bone's child recursion.
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*/
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virtual void removeBone(Bone *bone, bool recursion);
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/**
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* Get Armature's bone dictionary
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* @return Armature's bone dictionary
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*/
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const cocos2d::Map<std::string, Bone*>& getBoneDic() const;
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/**
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* This boundingBox will calculate all bones' boundingBox every time
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*/
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virtual cocos2d::Rect getBoundingBox() const override;
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Bone *getBoneAtPoint(float x, float y) const;
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// overrides
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/**
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* @js NA
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* @lua NA
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*/
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virtual void visit(cocos2d::Renderer *renderer, const cocos2d::Mat4 &parentTransform, uint32_t parentFlags) override;
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virtual void draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags) override;
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virtual void update(float dt) override;
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virtual void onEnter() override;
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virtual void onExit() override;
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virtual const cocos2d::Mat4& getNodeToParentTransform() const override;
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/**
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* @js NA
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* @lua NA
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*/
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inline void setBlendFunc(const cocos2d::BlendFunc &blendFunc) override { _blendFunc = blendFunc; }
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/**
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* @js NA
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* @lua NA
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*/
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inline const cocos2d::BlendFunc &getBlendFunc() const override{ return _blendFunc; }
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/**
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* Set contentsize and Calculate anchor point.
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*/
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virtual void updateOffsetPoint();
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virtual void setAnchorPoint(const cocos2d::Vec2& point) override;
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virtual const cocos2d::Vec2& getAnchorPointInPoints() const override;
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virtual const cocos2d::Vec2& getOffsetPoints() const;
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virtual void setAnimation(ArmatureAnimation *animation);
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virtual ArmatureAnimation *getAnimation() const;
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virtual bool getArmatureTransformDirty() const;
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#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT
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virtual void setColliderFilter(ColliderFilter *filter);
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#elif ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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CC_DEPRECATED_ATTRIBUTE virtual void drawContour();
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#endif
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virtual void setArmatureData(ArmatureData *armatureData) { _armatureData = armatureData; }
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virtual ArmatureData *getArmatureData() const { return _armatureData; }
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virtual void setParentBone(Bone *parentBone);
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virtual Bone *getParentBone() const;
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virtual void setVersion(float version) { _version = version; }
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virtual float getVersion() const { return _version; }
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virtual void setBatchNode(BatchNode *batchNode) { _batchNode = batchNode; }
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virtual BatchNode *getBatchNode() const { return _batchNode; }
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#if ENABLE_PHYSICS_BOX2D_DETECT
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virtual b2Fixture *getShapeList();
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/**
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* @js NA
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* @lua NA
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*/
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virtual void setBody(b2Body *body);
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/**
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* @js NA
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* @lua NA
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*/
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virtual b2Body *getBody() const;
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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/**
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* @js NA
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* @lua NA
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*/
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virtual cpShape *getShapeList();
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/**
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* @js NA
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* @lua NA
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*/
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virtual void setBody(cpBody *body);
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/**
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* @js NA
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* @lua NA
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*/
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virtual cpBody *getBody() const;
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#endif
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protected:
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/*
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* Used to create Bone internal
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* @js NA
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* @lua NA
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*/
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Bone *createBone(const std::string& boneName );
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protected:
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ArmatureData *_armatureData;
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BatchNode *_batchNode;
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Bone *_parentBone;
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float _version;
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mutable bool _armatureTransformDirty;
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cocos2d::Map<std::string, Bone*> _boneDic; //! The dictionary of the bones, include all bones in the armature, no matter it is the direct bone or the indirect bone. It is different from m_pChindren.
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cocos2d::Vector<Bone*> _topBoneList;
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cocos2d::BlendFunc _blendFunc; //! It's required for CCTextureProtocol inheritance
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cocos2d::Vec2 _offsetPoint;
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cocos2d::Vec2 _realAnchorPointInPoints;
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ArmatureAnimation *_animation;
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#if ENABLE_PHYSICS_BOX2D_DETECT
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b2Body *_body;
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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cpBody *_body;
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#endif
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};
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}
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#endif /*__CCARMATURE_H__*/
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