dragonbones-runtime
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the tools to build dragonbones file for diffrent framework
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text/typescript
/**
* The MIT License (MIT)
*
* Copyright (c) 2012-2017 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.
*/
namespace dragonBones {
/**
* - 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
*/
export abstract class TransformObject extends BaseObject {
/**
* @private
*/
protected static readonly _helpMatrix: Matrix = new Matrix();
/**
* @private
*/
protected static readonly _helpTransform: Transform = new Transform();
/**
* @private
*/
protected static readonly _helpPoint: Point = new Point();
/**
* - 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
*/
public readonly globalTransformMatrix: Matrix = new Matrix();
/**
* - 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
*/
public readonly global: Transform = new Transform();
/**
* - 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
*/
public readonly offset: Transform = new Transform();
/**
* @private
*/
public origin: Transform | null;
/**
* @private
*/
public userData: any;
/**
* @private
*/
protected _globalDirty: boolean;
/**
* @internal
* @private
*/
public _armature: Armature;
/**
* @internal
* @private
*/
public _parent: Bone;
/**
* @private
*/
protected _onClear(): void {
this.globalTransformMatrix.identity();
this.global.identity();
this.offset.identity();
this.origin = null;
this.userData = null;
this._globalDirty = false;
this._armature = null as any; //
this._parent = null as any; //
}
/**
* @internal
* @private
*/
public _setArmature(value: Armature | null): void {
this._armature = value as any;
}
/**
* @internal
* @private
*/
public _setParent(value: Bone | null): void {
this._parent = value as any;
}
/**
* - 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
* <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
* <pre>
* bone.updateGlobalTransform();
* let rotation = bone.global.rotation;
* </pre>
* @version DragonBones 3.0
* @language zh_CN
*/
public updateGlobalTransform(): void {
if (this._globalDirty) {
this._globalDirty = false;
this.global.fromMatrix(this.globalTransformMatrix);
}
}
/**
* - 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
*/
public get armature(): Armature {
return this._armature;
}
/**
* - The parent bone to which it belongs.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 所属的父骨骼。
* @version DragonBones 3.0
* @language zh_CN
*/
public get parent(): Bone {
return this._parent;
}
}
}