dragonbones-pixijs
Version:
DragonBones runtime for pixi v8
123 lines (122 loc) • 3.17 kB
TypeScript
import { OffsetMode } from "../core/DragonBones";
import { Transform } from "../geom/Transform";
import { BoneData } from "../model/ArmatureData";
import { Armature } from "./Armature";
import { TransformObject } from "./TransformObject";
/**
* - 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
*/
export declare class Bone extends TransformObject {
static toString(): string;
/**
* - The offset mode.
* @see #offset
* @version DragonBones 5.5
* @language en_US
*/
offsetMode: OffsetMode;
/**
* @internal
*/
readonly animationPose: Transform;
/**
* @internal
*/
_transformDirty: boolean;
/**
* @internal
*/
_childrenTransformDirty: boolean;
protected _localDirty: boolean;
/**
* @internal
*/
_hasConstraint: boolean;
protected _visible: boolean;
protected _cachedFrameIndex: number;
/**
* @internal
*/
_boneData: BoneData;
/**
* @private
*/
protected _parent: Bone | null;
/**
* @internal
*/
_cachedFrameIndices: Array<number> | null;
protected _onClear(): void;
protected _updateGlobalTransformMatrix(isCache: boolean): void;
/**
* @internal
*/
_updateAlpha(): void;
/**
* @internal
*/
init(boneData: BoneData, armatureValue: Armature): void;
/**
* @internal
*/
update(cacheFrameIndex: number): void;
/**
* @internal
*/
updateByConstraint(): void;
/**
* - 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
* <pre>
* let bone = armature.getBone("arm");
* bone.offset.scaleX = 2.0;
* bone.invalidUpdate();
* </pre>
* @version DragonBones 3.0
* @language en_US
*/
invalidUpdate(): void;
/**
* - Check whether the bone contains a specific bone.
* @see dragonBones.Bone
* @version DragonBones 3.0
* @language en_US
*/
contains(value: Bone): boolean;
/**
* - The bone data.
* @version DragonBones 4.5
* @language en_US
*/
get boneData(): BoneData;
/**
* - The visible of all slots in the bone.
* @default true
* @see dragonBones.Slot#visible
* @version DragonBones 3.0
* @language en_US
*/
get visible(): boolean;
set visible(value: boolean);
/**
* - The bone name.
* @version DragonBones 3.0
* @language en_US
*/
get name(): string;
/**
* - The parent bone to which it belongs.
* @version DragonBones 3.0
* @language en_US
*/
get parent(): Bone | null;
}