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dragonbones-pixijs

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import { BaseObject } from "../core/BaseObject"; import { BlendMode } from "../core/DragonBones"; import { ColorTransform } from "../geom/ColorTransform"; import { Matrix } from "../geom/Matrix"; import { SlotData } from "../model/ArmatureData"; import { BoundingBoxData } from "../model/BoundingBoxData"; import { DisplayData, GeometryData } from "../model/DisplayData"; import { TextureData } from "../model/TextureAtlasData"; import { Armature } from "./Armature"; import { Bone } from "./Bone"; import { TransformObject } from "./TransformObject"; /** * @private */ export declare class DisplayFrame extends BaseObject { static toString(): string; rawDisplayData: DisplayData | null; displayData: DisplayData | null; textureData: TextureData | null; display: any | Armature | null; readonly deformVertices: Array<number>; protected _onClear(): void; updateDeformVertices(): void; getGeometryData(): GeometryData | null; getBoundingBox(): BoundingBoxData | null; getTextureData(): TextureData | null; } /** * - The slot attached to the armature, controls the display status and properties of the display object. * A bone can contain multiple slots. * A slot can contain multiple display objects, displaying only one of the display objects at a time, * but you can toggle the display object into frame animation while the animation is playing. * The display object can be a normal texture, or it can be a display of a child armature, a grid display object, * and a custom other display object. * @see dragonBones.Armature * @see dragonBones.Bone * @see dragonBones.SlotData * @version DragonBones 3.0 * @language en_US */ export declare abstract class Slot extends TransformObject { /** * - Displays the animated state or mixed group name controlled by the object, set to null to be controlled by all animation states. * @default null * @see dragonBones.AnimationState#displayControl * @see dragonBones.AnimationState#name * @see dragonBones.AnimationState#group * @version DragonBones 4.5 * @language en_US */ displayController: string | null; protected _displayDataDirty: boolean; protected _displayDirty: boolean; protected _geometryDirty: boolean; protected _textureDirty: boolean; protected _visibleDirty: boolean; protected _blendModeDirty: boolean; protected _zOrderDirty: boolean; /** * @internal */ _colorDirty: boolean; /** * @internal */ _verticesDirty: boolean; protected _transformDirty: boolean; protected _visible: boolean; protected _blendMode: BlendMode; protected _displayIndex: number; protected _animationDisplayIndex: number; protected _cachedFrameIndex: number; /** * @internal */ _zOrder: number; /** * @internal */ _zIndex: number; /** * @internal */ _pivotX: number; /** * @internal */ _pivotY: number; protected readonly _localMatrix: Matrix; /** * @internal */ readonly _colorTransform: ColorTransform; /** * @internal */ readonly _displayFrames: Array<DisplayFrame>; /** * @internal */ readonly _geometryBones: Array<Bone | null>; /** * @internal */ _slotData: SlotData; /** * @internal */ _displayFrame: DisplayFrame | null; /** * @internal */ _geometryData: GeometryData | null; protected _boundingBoxData: BoundingBoxData | null; protected _textureData: TextureData | null; protected _rawDisplay: any; protected _meshDisplay: any; protected _display: any | null; protected _childArmature: Armature | null; /** * @private */ protected _parent: Bone; /** * @internal */ _cachedFrameIndices: Array<number> | null; protected _onClear(): void; protected abstract _initDisplay(value: any, isRetain: boolean): void; protected abstract _disposeDisplay(value: any, isRelease: boolean): void; protected abstract _onUpdateDisplay(): void; protected abstract _addDisplay(): void; protected abstract _replaceDisplay(value: any): void; protected abstract _removeDisplay(): void; protected abstract _updateZOrder(): void; /** * @internal */ abstract _updateVisible(): void; protected abstract _updateBlendMode(): void; protected abstract _updateColor(): void; protected abstract _updateFrame(): void; protected abstract _updateMesh(): void; protected abstract _updateTransform(): void; protected abstract _identityTransform(): void; protected _hasDisplay(display: any): boolean; /** * @internal */ _isBonesUpdate(): boolean; /** * @internal */ _updateAlpha(): void; protected _updateDisplayData(): void; protected _updateDisplay(): void; protected _updateGlobalTransformMatrix(isCache: boolean): void; /** * @internal */ _setDisplayIndex(value: number, isAnimation?: boolean): void; /** * @internal */ _setZOrder(value: number): boolean; /** * @internal */ _setColor(value: ColorTransform): boolean; /** * @internal */ init(slotData: SlotData, armatureValue: Armature, rawDisplay: any, meshDisplay: any): void; /** * @internal */ update(cacheFrameIndex: number): void; /** * - Forces the slot to update the state of the display object in the next frame. * @version DragonBones 4.5 * @language en_US */ invalidUpdate(): void; /** * @private */ updateTransformAndMatrix(): void; /** * @private */ replaceRawDisplayData(displayData: DisplayData | null, index?: number): void; /** * @private */ replaceDisplayData(displayData: DisplayData | null, index?: number): void; /** * @private */ replaceTextureData(textureData: TextureData | null, index?: number): void; /** * @private */ replaceDisplay(value: any | Armature | null, index?: number): void; /** * - Check whether a specific point is inside a custom bounding box in the 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 */ containsPoint(x: number, y: number): boolean; /** * - Check whether a specific segment intersects a custom bounding box for the slot. * 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 Intersection situation. [1: Disjoint and segments within the bounding box, 0: Disjoint, 1: Intersecting and having a nodal point and ending in the bounding box, 2: Intersecting and having a nodal point and starting at the bounding box, 3: Intersecting and having two intersections, N: Intersecting and having N intersections] * @version DragonBones 5.0 * @language en_US */ intersectsSegment(xA: number, yA: number, xB: number, yB: number, intersectionPointA?: { x: number; y: number; } | null, intersectionPointB?: { x: number; y: number; } | null, normalRadians?: { x: number; y: number; } | null): number; /** * @private */ getDisplayFrameAt(index: number): DisplayFrame; /** * - The visible of slot's display object. * @default true * @version DragonBones 5.6 * @language en_US */ /** * - 插槽的显示对象的可见。 * @default true * @version DragonBones 5.6 * @language zh_CN */ get visible(): boolean; set visible(value: boolean); /** * @private */ get displayFrameCount(): number; set displayFrameCount(value: number); /** * - The index of the display object displayed in the display list. * @example * <pre> * let slot = armature.getSlot("weapon"); * slot.displayIndex = 3; * slot.displayController = "none"; * </pre> * @version DragonBones 4.5 * @language en_US */ get displayIndex(): number; set displayIndex(value: number); /** * - The slot name. * @see dragonBones.SlotData#name * @version DragonBones 3.0 * @language en_US */ get name(): string; /** * - Contains a display list of display objects or child armatures. * @version DragonBones 3.0 * @language en_US */ get displayList(): Array<any>; set displayList(value: Array<any>); /** * - The slot data. * @see dragonBones.SlotData * @version DragonBones 4.5 * @language en_US */ get slotData(): SlotData; /** * - The custom bounding box data for the slot at current time. * @version DragonBones 5.0 * @language en_US */ get boundingBoxData(): BoundingBoxData | null; /** * @private */ get rawDisplay(): any; /** * @private */ get meshDisplay(): any; /** * - The display object that the slot displays at this time. * @example * <pre> * let slot = armature.getSlot("text"); * slot.display = new yourEngine.TextField(); * </pre> * @version DragonBones 3.0 * @language en_US */ get display(): any; set display(value: any); /** * - The child armature that the slot displayed at current time. * @example * <pre> * let slot = armature.getSlot("weapon"); * let prevChildArmature = slot.childArmature; * if (prevChildArmature) { * prevChildArmature.dispose(); * } * slot.childArmature = factory.buildArmature("weapon_blabla", "weapon_blabla_project"); * </pre> * @version DragonBones 3.0 * @language en_US */ get childArmature(): Armature | null; set childArmature(value: Armature | null); /** * - The parent bone to which it belongs. * @version DragonBones 3.0 * @language en_US */ get parent(): Bone; /** * - Deprecated, please refer to {@link #display}. * @deprecated * @language en_US */ getDisplay(): any; /** * - Deprecated, please refer to {@link #display}. * @deprecated * @language en_US */ setDisplay(value: any): void; }