axmol/extensions/DragonBones/armature/TransformObject.h

160 lines
4.8 KiB
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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_TRANSFORM_OBJECT_H
#define DRAGONBONES_TRANSFORM_OBJECT_H
#include "../core/BaseObject.h"
#include "../geom/Matrix.h"
#include "../geom/Transform.h"
DRAGONBONES_NAMESPACE_BEGIN
/**
* - The base class of the transform object.
* @see dragonBones.Transform
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 变换对象的基类。
* @see dragonBones.Transform
* @version DragonBones 4.5
* @language zh_CN
*/
class TransformObject : public BaseObject
{
ABSTRACT_CLASS(TransformObject);
protected:
static Matrix _helpMatrix;
static Transform _helpTransform;
static Point _helpPoint;
public:
/**
* - A matrix relative to the armature coordinate system.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 相对于骨架坐标系的矩阵。
* @version DragonBones 3.0
* @language zh_CN
*/
Matrix globalTransformMatrix;
/**
* - A transform relative to the armature coordinate system.
* @see #updateGlobalTransform()
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 相对于骨架坐标系的变换。
* @see #updateGlobalTransform()
* @version DragonBones 3.0
* @language zh_CN
*/
Transform global;
/**
* - The offset transform relative to the armature or the parent bone coordinate system.
* @see #dragonBones.Bone#invalidUpdate()
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 相对于骨架或父骨骼坐标系的偏移变换。
* @see #dragonBones.Bone#invalidUpdate()
* @version DragonBones 3.0
* @language zh_CN
*/
Transform offset;
/**
* @private
*/
const Transform* origin;
/**
* @private
*/
void* userData;
public:
/**
* @internal
*/
Armature* _armature;
protected:
bool _globalDirty;
protected:
virtual void _onClear() override;
public:
/**
* - For performance considerations, rotation or scale in the {@link #global} attribute of the bone or slot is not
* always properly accessible, some engines do not rely on these attributes to update rendering, such as Egret. The
* use of this method ensures that the access to the {@link #global} property is correctly rotation or scale.
* @example
* TypeScript style, for reference only.
* <pre>
* bone.updateGlobalTransform();
* let rotation = bone.global.rotation;
* </pre>
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 出于性能的考虑,骨骼或插槽的 {@link #global}
* 属性中的旋转或缩放并不总是正确可访问的,有些引擎并不依赖这些属性更新渲染,比如 Egret。 使用此方法可以保证访问到
* {@link #global} 属性中正确的旋转或缩放。
* @example
* TypeScript 风格,仅供参考。
* <pre>
* bone.updateGlobalTransform();
* let rotation = bone.global.rotation;
* </pre>
* @version DragonBones 3.0
* @language zh_CN
*/
void updateGlobalTransform();
/**
* - The armature to which it belongs.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 所属的骨架。
* @version DragonBones 3.0
* @language zh_CN
*/
inline Armature* getArmature() const { return _armature; }
public: // For WebAssembly.
Matrix* getGlobalTransformMatrix() { return &globalTransformMatrix; }
Transform* getGlobal() { return &global; }
Transform* getOffset() { return &offset; }
const Transform* getOrigin() const { return origin; }
};
DRAGONBONES_NAMESPACE_END
#endif // DRAGONBONES_TRANSFORM_OBJECT_H