mirror of https://github.com/axmolengine/axmol.git
284 lines
9.1 KiB
C++
284 lines
9.1 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2017 Chukong Technologies Inc.
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https://axmolengine.github.io/
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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 "ArmatureDefine.h"
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#include "Bone.h"
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#include "BatchNode.h"
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#include "ArmatureAnimation.h"
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#include "SpriteFrameCacheHelper.h"
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#include "ArmatureDataManager.h"
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#include "CocosStudioExport.h"
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#include "math/Math.h"
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class b2Body;
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struct cpBody;
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namespace cocostudio
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{
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AX_DEPRECATED_ATTRIBUTE typedef ProcessBase CCProcessBase;
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AX_DEPRECATED_ATTRIBUTE typedef BaseData CCBaseData;
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AX_DEPRECATED_ATTRIBUTE typedef DisplayData CCDisplayData;
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AX_DEPRECATED_ATTRIBUTE typedef SpriteDisplayData CCSpriteDisplayData;
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AX_DEPRECATED_ATTRIBUTE typedef ArmatureDisplayData CCArmatureDisplayData;
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AX_DEPRECATED_ATTRIBUTE typedef ParticleDisplayData CCParticleDisplayData;
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AX_DEPRECATED_ATTRIBUTE typedef BoneData CCBoneData;
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AX_DEPRECATED_ATTRIBUTE typedef FrameData CCFrameData;
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AX_DEPRECATED_ATTRIBUTE typedef MovementBoneData CCMovementBoneData;
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AX_DEPRECATED_ATTRIBUTE typedef MovementData CCMovementData;
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AX_DEPRECATED_ATTRIBUTE typedef AnimationData CCAnimationData;
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AX_DEPRECATED_ATTRIBUTE typedef ContourData CCContourData;
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AX_DEPRECATED_ATTRIBUTE typedef TextureData CCTextureData;
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AX_DEPRECATED_ATTRIBUTE typedef DecorativeDisplay CCDecorativeDisplay;
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AX_DEPRECATED_ATTRIBUTE typedef DisplayData CCDisplayData;
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AX_DEPRECATED_ATTRIBUTE typedef DisplayFactory CCDisplayFactory;
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AX_DEPRECATED_ATTRIBUTE typedef BatchNode CCBatchNode;
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AX_DEPRECATED_ATTRIBUTE typedef DecorativeDisplay CCDecorativeDisplay;
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AX_DEPRECATED_ATTRIBUTE typedef DisplayManager CCDisplayManager;
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AX_DEPRECATED_ATTRIBUTE typedef ColliderBody CCColliderBody;
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AX_DEPRECATED_ATTRIBUTE typedef ColliderDetector CCColliderDetector;
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AX_DEPRECATED_ATTRIBUTE typedef SpriteFrameCacheHelper CCSpriteFrameCacheHelper;
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AX_DEPRECATED_ATTRIBUTE typedef ArmatureData CCArmatureData;
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AX_DEPRECATED_ATTRIBUTE typedef Bone CCBone;
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AX_DEPRECATED_ATTRIBUTE typedef ArmatureAnimation CCArmatureAnimation;
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AX_DEPRECATED_ATTRIBUTE typedef Armature CCArmature;
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AX_DEPRECATED_ATTRIBUTE typedef ArmatureDataManager CCArmatureDataManager;
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AX_DEPRECATED_ATTRIBUTE typedef ax::tweenfunc::TweenType CCTweenType;
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class CCS_DLL Armature : public ax::Node, public ax::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(std::string_view name);
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static Armature* create(std::string_view 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(std::string_view name);
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virtual bool init(std::string_view 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, std::string_view 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(std::string_view 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, std::string_view 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 ax::StringMap<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 ax::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(ax::Renderer* renderer,
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const ax::Mat4& parentTransform,
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uint32_t parentFlags) override;
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virtual void draw(ax::Renderer* renderer, const ax::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 ax::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 ax::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 ax::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 ax::Vec2& point) override;
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virtual const ax::Vec2& getAnchorPointInPoints() const override;
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virtual const ax::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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AX_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(std::string_view 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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ax::StringMap<Bone*>
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_boneDic; //! The dictionary of the bones, include all bones in the armature, no matter it is the direct bone
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//! or the indirect bone. It is different from m_pChindren.
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ax::Vector<Bone*> _topBoneList;
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ax::BlendFunc _blendFunc; //! It's required for CCTextureProtocol inheritance
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ax::Vec2 _offsetPoint;
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ax::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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} // namespace cocostudio
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#endif /*__CCARMATURE_H__*/
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