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 {
/**
* - Base class for the factory that create the armatures. (Typically only one global factory instance is required)
* The factory instance create armatures by parsed and added DragonBonesData instances and TextureAtlasData instances.
* Once the data has been parsed, it has been cached in the factory instance and does not need to be parsed again until it is cleared by the factory instance.
* @see dragonBones.DragonBonesData
* @see dragonBones.TextureAtlasData
* @see dragonBones.ArmatureData
* @see dragonBones.Armature
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 创建骨架的工厂基类。 (通常只需要一个全局工厂实例)
* 工厂通过解析并添加的 DragonBonesData 实例和 TextureAtlasData 实例来创建骨架。
* 当数据被解析过之后,已经添加到工厂中,在没有被工厂清理之前,不需要再次解析。
* @see dragonBones.DragonBonesData
* @see dragonBones.TextureAtlasData
* @see dragonBones.ArmatureData
* @see dragonBones.Armature
* @version DragonBones 3.0
* @language zh_CN
*/
export abstract class BaseFactory {
/**
* @private
*/
protected static _objectParser: ObjectDataParser = null as any;
/**
* @private
*/
protected static _binaryParser: BinaryDataParser = null as any;
/**
* @private
*/
public autoSearch: boolean = false;
/**
* @private
*/
protected readonly _dragonBonesDataMap: Map<DragonBonesData> = {};
/**
* @private
*/
protected readonly _textureAtlasDataMap: Map<Array<TextureAtlasData>> = {};
/**
* @private
*/
protected _dragonBones: DragonBones = null as any;
/**
* @private
*/
protected _dataParser: DataParser = null as any;
/**
* - Create a factory instance. (typically only one global factory instance is required)
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 创建一个工厂实例。 (通常只需要一个全局工厂实例)
* @version DragonBones 3.0
* @language zh_CN
*/
public constructor(dataParser: DataParser | null = null) {
if (BaseFactory._objectParser === null) {
BaseFactory._objectParser = new ObjectDataParser();
}
if (BaseFactory._binaryParser === null) {
BaseFactory._binaryParser = new BinaryDataParser();
}
this._dataParser = dataParser !== null ? dataParser : BaseFactory._objectParser;
}
/**
* @private
*/
protected _isSupportMesh(): boolean {
return true;
}
/**
* @private
*/
protected _getTextureData(textureAtlasName: string, textureName: string): TextureData | null {
if (textureAtlasName in this._textureAtlasDataMap) {
for (const textureAtlasData of this._textureAtlasDataMap[textureAtlasName]) {
const textureData = textureAtlasData.getTexture(textureName);
if (textureData !== null) {
return textureData;
}
}
}
if (this.autoSearch) { // Will be search all data, if the autoSearch is true.
for (let k in this._textureAtlasDataMap) {
for (const textureAtlasData of this._textureAtlasDataMap[k]) {
if (textureAtlasData.autoSearch) {
const textureData = textureAtlasData.getTexture(textureName);
if (textureData !== null) {
return textureData;
}
}
}
}
}
return null;
}
/**
* @private
*/
protected _fillBuildArmaturePackage(
dataPackage: BuildArmaturePackage,
dragonBonesName: string, armatureName: string, skinName: string, textureAtlasName: string
): boolean {
let dragonBonesData: DragonBonesData | null = null;
let armatureData: ArmatureData | null = null;
if (dragonBonesName.length > 0) {
if (dragonBonesName in this._dragonBonesDataMap) {
dragonBonesData = this._dragonBonesDataMap[dragonBonesName];
armatureData = dragonBonesData.getArmature(armatureName);
}
}
if (armatureData === null && (dragonBonesName.length === 0 || this.autoSearch)) { // Will be search all data, if do not give a data name or the autoSearch is true.
for (let k in this._dragonBonesDataMap) {
dragonBonesData = this._dragonBonesDataMap[k];
if (dragonBonesName.length === 0 || dragonBonesData.autoSearch) {
armatureData = dragonBonesData.getArmature(armatureName);
if (armatureData !== null) {
dragonBonesName = k;
break;
}
}
}
}
if (armatureData !== null) {
dataPackage.dataName = dragonBonesName;
dataPackage.textureAtlasName = textureAtlasName;
dataPackage.data = dragonBonesData as any;
dataPackage.armature = armatureData;
dataPackage.skin = null;
if (skinName.length > 0) {
dataPackage.skin = armatureData.getSkin(skinName);
if (dataPackage.skin === null && this.autoSearch) {
for (let k in this._dragonBonesDataMap) {
const skinDragonBonesData = this._dragonBonesDataMap[k];
const skinArmatureData = skinDragonBonesData.getArmature(skinName);
if (skinArmatureData !== null) {
dataPackage.skin = skinArmatureData.defaultSkin;
break;
}
}
}
}
if (dataPackage.skin === null) {
dataPackage.skin = armatureData.defaultSkin;
}
return true;
}
return false;
}
/**
* @private
*/
protected _buildBones(dataPackage: BuildArmaturePackage, armature: Armature): void {
for (const boneData of dataPackage.armature.sortedBones) {
const bone = BaseObject.borrowObject(boneData.type === BoneType.Bone ? Bone : Surface);
bone.init(boneData);
if (boneData.parent !== null) {
armature.addBone(bone, boneData.parent.name);
}
else {
armature.addBone(bone, "");
}
}
const constraints = dataPackage.armature.constraints;
for (let k in constraints) {
const constraintData = constraints[k];
// TODO more constraint type.
const constraint = BaseObject.borrowObject(IKConstraint);
constraint.init(constraintData, armature);
armature.addConstraint(constraint);
}
}
/**
* @private
*/
protected _buildSlots(dataPackage: BuildArmaturePackage, armature: Armature): void {
const currentSkin = dataPackage.skin;
const defaultSkin = dataPackage.armature.defaultSkin;
if (currentSkin === null || defaultSkin === null) {
return;
}
const skinSlots: Map<Array<DisplayData | null>> = {};
for (let k in defaultSkin.displays) {
const displays = defaultSkin.getDisplays(k) as any;
skinSlots[k] = displays;
}
if (currentSkin !== defaultSkin) {
for (let k in currentSkin.displays) {
const displays = currentSkin.getDisplays(k) as any;
skinSlots[k] = displays;
}
}
for (const slotData of dataPackage.armature.sortedSlots) {
const displays = slotData.name in skinSlots ? skinSlots[slotData.name] : null;
const slot = this._buildSlot(dataPackage, slotData, displays, armature);
armature.addSlot(slot, slotData.parent.name);
if (displays !== null) {
const displayList = new Array<any>();
// for (const displayData of displays)
for (let i = 0, l = DragonBones.webAssembly ? (displays as any).size() : displays.length; i < l; ++i) {
const displayData = DragonBones.webAssembly ? (displays as any).get(i) : displays[i];
if (displayData !== null) {
displayList.push(this._getSlotDisplay(dataPackage, displayData, null, slot));
}
else {
displayList.push(null);
}
}
slot._setDisplayList(displayList);
}
slot._setDisplayIndex(slotData.displayIndex, true);
}
}
/**
* @private
*/
protected _buildChildArmature(dataPackage: BuildArmaturePackage | null, slot: Slot, displayData: DisplayData): Armature | null {
// tslint:disable-next-line:no-unused-expression
slot;
return this.buildArmature(displayData.path, dataPackage !== null ? dataPackage.dataName : "", "", dataPackage !== null ? dataPackage.textureAtlasName : "");
}
/**
* @private
*/
protected _getSlotDisplay(dataPackage: BuildArmaturePackage | null, displayData: DisplayData, rawDisplayData: DisplayData | null, slot: Slot): any {
const dataName = dataPackage !== null ? dataPackage.dataName : displayData.parent.parent.parent.name;
let display: any = null;
switch (displayData.type) {
case DisplayType.Image: {
const imageDisplayData = displayData as ImageDisplayData;
if (imageDisplayData.texture === null) {
imageDisplayData.texture = this._getTextureData(dataName, displayData.path);
}
else if (dataPackage !== null && dataPackage.textureAtlasName.length > 0) {
imageDisplayData.texture = this._getTextureData(dataPackage.textureAtlasName, displayData.path);
}
if (rawDisplayData !== null && rawDisplayData.type === DisplayType.Mesh && this._isSupportMesh()) {
display = slot.meshDisplay;
}
else {
display = slot.rawDisplay;
}
break;
}
case DisplayType.Mesh: {
const meshDisplayData = displayData as MeshDisplayData;
if (meshDisplayData.texture === null) {
meshDisplayData.texture = this._getTextureData(dataName, meshDisplayData.path);
}
else if (dataPackage !== null && dataPackage.textureAtlasName.length > 0) {
meshDisplayData.texture = this._getTextureData(dataPackage.textureAtlasName, meshDisplayData.path);
}
if (this._isSupportMesh()) {
display = slot.meshDisplay;
}
else {
display = slot.rawDisplay;
}
break;
}
case DisplayType.Armature: {
const armatureDisplayData = displayData as ArmatureDisplayData;
const childArmature = this._buildChildArmature(dataPackage, slot, displayData);
if (childArmature !== null) {
childArmature.inheritAnimation = armatureDisplayData.inheritAnimation;
if (!childArmature.inheritAnimation) {
const actions = armatureDisplayData.actions.length > 0 ? armatureDisplayData.actions : childArmature.armatureData.defaultActions;
if (actions.length > 0) {
for (const action of actions) {
childArmature._bufferAction(action, true);
}
}
else {
childArmature.animation.play();
}
}
armatureDisplayData.armature = childArmature.armatureData; //
}
display = childArmature;
break;
}
case DisplayType.BoundingBox:
break;
default:
break;
}
return display;
}
/**
* @private
*/
protected abstract _buildTextureAtlasData(textureAtlasData: TextureAtlasData | null, textureAtlas: any): TextureAtlasData;
/**
* @private
*/
protected abstract _buildArmature(dataPackage: BuildArmaturePackage): Armature;
/**
* @private
*/
protected abstract _buildSlot(dataPackage: BuildArmaturePackage, slotData: SlotData, displays: Array<DisplayData | null> | null, armature: Armature): Slot;
/**
* - Parse the raw data to a DragonBonesData instance and cache it to the factory.
* @param rawData - The raw data.
* @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (If not set, use the instance name instead)
* @param scale - Specify a scaling value for all armatures. (Default: 1.0)
* @returns DragonBonesData instance
* @see #getDragonBonesData()
* @see #addDragonBonesData()
* @see #removeDragonBonesData()
* @see dragonBones.DragonBonesData
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 将原始数据解析为 DragonBonesData 实例,并缓存到工厂中。
* @param rawData - 原始数据。
* @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称)
* @param scale - 为所有的骨架指定一个缩放值。 (默认: 1.0)
* @returns DragonBonesData 实例
* @see #getDragonBonesData()
* @see #addDragonBonesData()
* @see #removeDragonBonesData()
* @see dragonBones.DragonBonesData
* @version DragonBones 4.5
* @language zh_CN
*/
public parseDragonBonesData(rawData: any, name: string | null = null, scale: number = 1.0): DragonBonesData | null {
const dataParser = rawData instanceof ArrayBuffer ? BaseFactory._binaryParser : this._dataParser;
const dragonBonesData = dataParser.parseDragonBonesData(rawData, scale);
while (true) {
const textureAtlasData = this._buildTextureAtlasData(null, null);
if (dataParser.parseTextureAtlasData(null, textureAtlasData, scale)) {
this.addTextureAtlasData(textureAtlasData, name);
}
else {
textureAtlasData.returnToPool();
break;
}
}
if (dragonBonesData !== null) {
this.addDragonBonesData(dragonBonesData, name);
}
return dragonBonesData;
}
/**
* - Parse the raw texture atlas data and the texture atlas object to a TextureAtlasData instance and cache it to the factory.
* @param rawData - The raw texture atlas data.
* @param textureAtlas - The texture atlas object.
* @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (If not set, use the instance name instead)
* @param scale - Specify a scaling value for the map set. (Default: 1.0)
* @returns TextureAtlasData instance
* @see #getTextureAtlasData()
* @see #addTextureAtlasData()
* @see #removeTextureAtlasData()
* @see dragonBones.TextureAtlasData
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 将原始贴图集数据和贴图集对象解析为 TextureAtlasData 实例,并缓存到工厂中。
* @param rawData - 原始贴图集数据。
* @param textureAtlas - 贴图集对象。
* @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称)
* @param scale - 为贴图集指定一个缩放值。 (默认: 1.0)
* @returns TextureAtlasData 实例
* @see #getTextureAtlasData()
* @see #addTextureAtlasData()
* @see #removeTextureAtlasData()
* @see dragonBones.TextureAtlasData
* @version DragonBones 4.5
* @language zh_CN
*/
public parseTextureAtlasData(rawData: any, textureAtlas: any, name: string | null = null, scale: number = 1.0): TextureAtlasData {
const textureAtlasData = this._buildTextureAtlasData(null, null);
this._dataParser.parseTextureAtlasData(rawData, textureAtlasData, scale);
this._buildTextureAtlasData(textureAtlasData, textureAtlas || null);
this.addTextureAtlasData(textureAtlasData, name);
return textureAtlasData;
}
/**
* @private
*/
public updateTextureAtlasData(name: string, textureAtlases: Array<any>): void {
const textureAtlasDatas = this.getTextureAtlasData(name);
if (textureAtlasDatas !== null) {
for (let i = 0, l = textureAtlasDatas.length; i < l; ++i) {
if (i < textureAtlases.length) {
this._buildTextureAtlasData(textureAtlasDatas[i], textureAtlases[i]);
}
}
}
}
/**
* - Get a specific DragonBonesData instance.
* @param name - The DragonBonesData instance cache name.
* @returns DragonBonesData instance
* @see #parseDragonBonesData()
* @see #addDragonBonesData()
* @see #removeDragonBonesData()
* @see dragonBones.DragonBonesData
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 获取特定的 DragonBonesData 实例。
* @param name - DragonBonesData 实例的缓存名称。
* @returns DragonBonesData 实例
* @see #parseDragonBonesData()
* @see #addDragonBonesData()
* @see #removeDragonBonesData()
* @see dragonBones.DragonBonesData
* @version DragonBones 3.0
* @language zh_CN
*/
public getDragonBonesData(name: string): DragonBonesData | null {
return (name in this._dragonBonesDataMap) ? this._dragonBonesDataMap[name] : null;
}
/**
* - Cache a DragonBonesData instance to the factory.
* @param data - The DragonBonesData instance.
* @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (if not set, use the instance name instead)
* @see #parseDragonBonesData()
* @see #getDragonBonesData()
* @see #removeDragonBonesData()
* @see dragonBones.DragonBonesData
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 将 DragonBonesData 实例缓存到工厂中。
* @param data - DragonBonesData 实例。
* @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称)
* @see #parseDragonBonesData()
* @see #getDragonBonesData()
* @see #removeDragonBonesData()
* @see dragonBones.DragonBonesData
* @version DragonBones 3.0
* @language zh_CN
*/
public addDragonBonesData(data: DragonBonesData, name: string | null = null): void {
name = name !== null ? name : data.name;
if (name in this._dragonBonesDataMap) {
if (this._dragonBonesDataMap[name] === data) {
return;
}
console.warn("Can not add same name data: " + name);
return;
}
this._dragonBonesDataMap[name] = data;
}
/**
* - Remove a DragonBonesData instance.
* @param name - The DragonBonesData instance cache name.
* @param disposeData - Whether to dispose data. (Default: true)
* @see #parseDragonBonesData()
* @see #getDragonBonesData()
* @see #addDragonBonesData()
* @see dragonBones.DragonBonesData
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 移除 DragonBonesData 实例。
* @param name - DragonBonesData 实例缓存名称。
* @param disposeData - 是否释放数据。 (默认: true)
* @see #parseDragonBonesData()
* @see #getDragonBonesData()
* @see #addDragonBonesData()
* @see dragonBones.DragonBonesData
* @version DragonBones 3.0
* @language zh_CN
*/
public removeDragonBonesData(name: string, disposeData: boolean = true): void {
if (name in this._dragonBonesDataMap) {
if (disposeData) {
this._dragonBones.bufferObject(this._dragonBonesDataMap[name]);
}
delete this._dragonBonesDataMap[name];
}
}
/**
* - Get a list of specific TextureAtlasData instances.
* @param name - The TextureAtlasData cahce name.
* @see #parseTextureAtlasData()
* @see #addTextureAtlasData()
* @see #removeTextureAtlasData()
* @see dragonBones.TextureAtlasData
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 获取特定的 TextureAtlasData 实例列表。
* @param name - TextureAtlasData 实例缓存名称。
* @see #parseTextureAtlasData()
* @see #addTextureAtlasData()
* @see #removeTextureAtlasData()
* @see dragonBones.TextureAtlasData
* @version DragonBones 3.0
* @language zh_CN
*/
public getTextureAtlasData(name: string): Array<TextureAtlasData> | null {
return (name in this._textureAtlasDataMap) ? this._textureAtlasDataMap[name] : null;
}
/**
* - Cache a TextureAtlasData instance to the factory.
* @param data - The TextureAtlasData instance.
* @param name - Specify a cache name for the instance so that the instance can be obtained through this name. (if not set, use the instance name instead)
* @see #parseTextureAtlasData()
* @see #getTextureAtlasData()
* @see #removeTextureAtlasData()
* @see dragonBones.TextureAtlasData
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 将 TextureAtlasData 实例缓存到工厂中。
* @param data - TextureAtlasData 实例。
* @param name - 为该实例指定一个缓存名称,以便可以通过此名称获取该实例。 (如果未设置,则使用该实例中的名称)
* @see #parseTextureAtlasData()
* @see #getTextureAtlasData()
* @see #removeTextureAtlasData()
* @see dragonBones.TextureAtlasData
* @version DragonBones 3.0
* @language zh_CN
*/
public addTextureAtlasData(data: TextureAtlasData, name: string | null = null): void {
name = name !== null ? name : data.name;
const textureAtlasList = (name in this._textureAtlasDataMap) ? this._textureAtlasDataMap[name] : (this._textureAtlasDataMap[name] = []);
if (textureAtlasList.indexOf(data) < 0) {
textureAtlasList.push(data);
}
}
/**
* - Remove a TextureAtlasData instance.
* @param name - The TextureAtlasData instance cache name.
* @param disposeData - Whether to dispose data.
* @see #parseTextureAtlasData()
* @see #getTextureAtlasData()
* @see #addTextureAtlasData()
* @see dragonBones.TextureAtlasData
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 移除 TextureAtlasData 实例。
* @param name - TextureAtlasData 实例的缓存名称。
* @param disposeData - 是否释放数据。
* @see #parseTextureAtlasData()
* @see #getTextureAtlasData()
* @see #addTextureAtlasData()
* @see dragonBones.TextureAtlasData
* @version DragonBones 3.0
* @language zh_CN
*/
public removeTextureAtlasData(name: string, disposeData: boolean = true): void {
if (name in this._textureAtlasDataMap) {
const textureAtlasDataList = this._textureAtlasDataMap[name];
if (disposeData) {
for (const textureAtlasData of textureAtlasDataList) {
this._dragonBones.bufferObject(textureAtlasData);
}
}
delete this._textureAtlasDataMap[name];
}
}
/**
* - Get a specific armature data.
* @param name - The armature data name.
* @param dragonBonesName - The cached name for DragonbonesData instance.
* @see dragonBones.ArmatureData
* @version DragonBones 5.1
* @language en_US
*/
/**
* - 获取特定的骨架数据。
* @param name - 骨架数据名称。
* @param dragonBonesName - DragonBonesData 实例的缓存名称。
* @see dragonBones.ArmatureData
* @version DragonBones 5.1
* @language zh_CN
*/
public getArmatureData(name: string, dragonBonesName: string = ""): ArmatureData | null {
const dataPackage: BuildArmaturePackage = new BuildArmaturePackage();
if (!this._fillBuildArmaturePackage(dataPackage, dragonBonesName, name, "", "")) {
return null;
}
return dataPackage.armature;
}
/**
* - Clear all cached DragonBonesData instances and TextureAtlasData instances.
* @param disposeData - Whether to dispose data.
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 清除缓存的所有 DragonBonesData 实例和 TextureAtlasData 实例。
* @param disposeData - 是否释放数据。
* @version DragonBones 4.5
* @language zh_CN
*/
public clear(disposeData: boolean = true): void {
for (let k in this._dragonBonesDataMap) {
if (disposeData) {
this._dragonBones.bufferObject(this._dragonBonesDataMap[k]);
}
delete this._dragonBonesDataMap[k];
}
for (let k in this._textureAtlasDataMap) {
if (disposeData) {
const textureAtlasDataList = this._textureAtlasDataMap[k];
for (const textureAtlasData of textureAtlasDataList) {
this._dragonBones.bufferObject(textureAtlasData);
}
}
delete this._textureAtlasDataMap[k];
}
}
/**
* - Create a armature from cached DragonBonesData instances and TextureAtlasData instances.
* Note that when the created armature that is no longer in use, you need to explicitly dispose {@link #dragonBones.Armature#dispose()}.
* @param armatureName - The armature data name.
* @param dragonBonesName - The cached name of the DragonBonesData instance. (If not set, all DragonBonesData instances are retrieved, and when multiple DragonBonesData instances contain a the same name armature data, it may not be possible to accurately create a specific armature)
* @param skinName - The skin name, you can set a different ArmatureData name to share it's skin data. (If not set, use the default skin data)
* @returns The armature.
* @example
* <pre>
* let armature = factory.buildArmature("armatureName", "dragonBonesName");
* armature.clock = factory.clock;
* </pre>
* @see dragonBones.DragonBonesData
* @see dragonBones.ArmatureData
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 通过缓存的 DragonBonesData 实例和 TextureAtlasData 实例创建一个骨架。
* 注意,创建的骨架不再使用时,需要显式释放 {@link #dragonBones.Armature#dispose()}。
* @param armatureName - 骨架数据名称。
* @param dragonBonesName - DragonBonesData 实例的缓存名称。 (如果未设置,将检索所有的 DragonBonesData 实例,当多个 DragonBonesData 实例中包含同名的骨架数据时,可能无法准确的创建出特定的骨架)
* @param skinName - 皮肤名称,可以设置一个其他骨架数据名称来共享其皮肤数据(如果未设置,则使用默认的皮肤数据)。
* @returns 骨架。
* @example
* <pre>
* let armature = factory.buildArmature("armatureName", "dragonBonesName");
* armature.clock = factory.clock;
* </pre>
* @see dragonBones.DragonBonesData
* @see dragonBones.ArmatureData
* @version DragonBones 3.0
* @language zh_CN
*/
public buildArmature(armatureName: string, dragonBonesName: string = "", skinName: string = "", textureAtlasName: string = ""): Armature | null {
const dataPackage: BuildArmaturePackage = new BuildArmaturePackage();
if (!this._fillBuildArmaturePackage(dataPackage, dragonBonesName || "", armatureName, skinName || "", textureAtlasName || "")) {
console.warn("No armature data: " + armatureName + ", " + (dragonBonesName !== null ? dragonBonesName : ""));
return null;
}
const armature = this._buildArmature(dataPackage);
this._buildBones(dataPackage, armature);
this._buildSlots(dataPackage, armature);
armature.invalidUpdate(null, true);
armature.advanceTime(0.0); // Update armature pose.
return armature;
}
/**
* @private
*/
public replaceDisplay(slot: Slot, displayData: DisplayData, displayIndex: number = -1): void {
if (displayIndex < 0) {
displayIndex = slot.displayIndex;
}
if (displayIndex < 0) {
displayIndex = 0;
}
slot.replaceDisplayData(displayData, displayIndex);
const displayList = slot.displayList; // Copy.
if (displayList.length <= displayIndex) {
displayList.length = displayIndex + 1;
for (let i = 0, l = displayList.length; i < l; ++i) { // Clean undefined.
if (!displayList[i]) {
displayList[i] = null;
}
}
}
if (displayData !== null) {
const rawDisplayDatas = slot.rawDisplayDatas;
let rawDisplayData: DisplayData | null = null;
if (rawDisplayDatas) {
if (DragonBones.webAssembly) {
if (displayIndex < (rawDisplayDatas as any).size()) {
rawDisplayData = (rawDisplayDatas as any).get(displayIndex);
}
}
else {
if (displayIndex < rawDisplayDatas.length) {
rawDisplayData = rawDisplayDatas[displayIndex];
}
}
}
displayList[displayIndex] = this._getSlotDisplay(
null,
displayData,
rawDisplayData,
slot
);
}
else {
displayList[displayIndex] = null;
}
slot.displayList = displayList;
}
/**
* - Replaces the current display data for a particular slot with a specific display data.
* Specify display data with "dragonBonesName/armatureName/slotName/displayName".
* @param dragonBonesName - The DragonBonesData instance cache name.
* @param armatureName - The armature data name.
* @param slotName - The slot data name.
* @param displayName - The display data name.
* @param slot - The slot.
* @param displayIndex - The index of the display data that is replaced. (If it is not set, replaces the current display data)
* @example
* <pre>
* let slot = armature.getSlot("weapon");
* factory.replaceSlotDisplay("dragonBonesName", "armatureName", "slotName", "displayName", slot);
* </pre>
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 用特定的显示对象数据替换特定插槽当前的显示对象数据。
* 用 "dragonBonesName/armatureName/slotName/displayName" 指定显示对象数据。
* @param dragonBonesName - DragonBonesData 实例的缓存名称。
* @param armatureName - 骨架数据名称。
* @param slotName - 插槽数据名称。
* @param displayName - 显示对象数据名称。
* @param slot - 插槽。
* @param displayIndex - 被替换的显示对象数据的索引。 (如果未设置,则替换当前的显示对象数据)
* @example
* <pre>
* let slot = armature.getSlot("weapon");
* factory.replaceSlotDisplay("dragonBonesName", "armatureName", "slotName", "displayName", slot);
* </pre>
* @version DragonBones 4.5
* @language zh_CN
*/
public replaceSlotDisplay(
dragonBonesName: string, armatureName: string, slotName: string, displayName: string,
slot: Slot, displayIndex: number = -1
): boolean {
const armatureData = this.getArmatureData(armatureName, dragonBonesName || "");
if (!armatureData || !armatureData.defaultSkin) {
return false;
}
const displayData = armatureData.defaultSkin.getDisplay(slotName, displayName);
if (!displayData) {
return false;
}
this.replaceDisplay(slot, displayData, displayIndex);
return true;
}
/**
* @private
*/
public replaceSlotDisplayList(
dragonBonesName: string | null, armatureName: string, slotName: string,
slot: Slot
): boolean {
const armatureData = this.getArmatureData(armatureName, dragonBonesName || "");
if (!armatureData || !armatureData.defaultSkin) {
return false;
}
const displays = armatureData.defaultSkin.getDisplays(slotName);
if (!displays) {
return false;
}
let displayIndex = 0;
// for (const displayData of displays)
for (let i = 0, l = DragonBones.webAssembly ? (displays as any).size() : displays.length; i < l; ++i) {
const displayData = DragonBones.webAssembly ? (displays as any).get(i) : displays[i];
this.replaceDisplay(slot, displayData, displayIndex++);
}
return true;
}
/**
* - Share specific skin data with specific armature.
* @param armature - The armature.
* @param skin - The skin data.
* @param isOverride - Whether it completely override the original skin. (Default: false)
* @param exclude - A list of slot names that do not need to be replace.
* @example
* <pre>
* let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
* let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
* if (armatureDataB && armatureDataB.defaultSkin) {
* factory.replaceSkin(armatureA, armatureDataB.defaultSkin, false, ["arm_l", "weapon_l"]);
* }
* </pre>
* @see dragonBones.Armature
* @see dragonBones.SkinData
* @version DragonBones 5.6
* @language en_US
*/
/**
* - 将特定的皮肤数据共享给特定的骨架使用。
* @param armature - 骨架。
* @param skin - 皮肤数据。
* @param isOverride - 是否完全覆盖原来的皮肤。 (默认: false)
* @param exclude - 不需要被替换的插槽名称列表。
* @example
* <pre>
* let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
* let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
* if (armatureDataB && armatureDataB.defaultSkin) {
* factory.replaceSkin(armatureA, armatureDataB.defaultSkin, false, ["arm_l", "weapon_l"]);
* }
* </pre>
* @see dragonBones.Armature
* @see dragonBones.SkinData
* @version DragonBones 5.6
* @language zh_CN
*/
public replaceSkin(armature: Armature, skin: SkinData, isOverride: boolean = false, exclude: Array<string> | null = null): boolean {
let success = false;
const defaultSkin = skin.parent.defaultSkin;
for (const slot of armature.getSlots()) {
if (exclude !== null && exclude.indexOf(slot.name) >= 0) {
continue;
}
let displays = skin.getDisplays(slot.name);
if (!displays) {
if (defaultSkin !== null && skin !== defaultSkin) {
displays = defaultSkin.getDisplays(slot.name);
}
if (!displays) {
if (isOverride) {
slot.rawDisplayDatas = null;
slot.displayList = []; //
}
continue;
}
}
const displayCount = DragonBones.webAssembly ? (displays as any).size() : displays.length;
const displayList = slot.displayList; // Copy.
displayList.length = displayCount; // Modify displayList length.
for (let i = 0, l = displayCount; i < l; ++i) {
const displayData = DragonBones.webAssembly ? (displays as any).get(i) : displays[i];
if (displayData !== null) {
displayList[i] = this._getSlotDisplay(null, displayData, null, slot);
}
else {
displayList[i] = null;
}
}
success = true;
slot.rawDisplayDatas = displays;
slot.displayList = displayList;
}
return success;
}
/**
* - Replaces the existing animation data for a specific armature with the animation data for the specific armature data.
* This enables you to make a armature template so that other armature without animations can share it's animations.
* @param armature - The armtaure.
* @param armatureData - The armature data.
* @param isOverride - Whether to completely overwrite the original animation. (Default: false)
* @example
* <pre>
* let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
* let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
* if (armatureDataB) {
* factory.replaceAnimation(armatureA, armatureDataB);
* }
* </pre>
* @see dragonBones.Armature
* @see dragonBones.ArmatureData
* @version DragonBones 5.6
* @language en_US
*/
/**
* - 用特定骨架数据的动画数据替换特定骨架现有的动画数据。
* 这样就能实现制作一个骨架动画模板,让其他没有制作动画的骨架共享该动画。
* @param armature - 骨架。
* @param armatureData - 骨架数据。
* @param isOverride - 是否完全覆盖原来的动画。(默认: false)。
* @example
* <pre>
* let armatureA = factory.buildArmature("armatureA", "dragonBonesA");
* let armatureDataB = factory.getArmatureData("armatureB", "dragonBonesB");
* if (armatureDataB) {
* factory.replaceAnimation(armatureA, armatureDataB);
* }
* </pre>
* @see dragonBones.Armature
* @see dragonBones.ArmatureData
* @version DragonBones 5.6
* @language zh_CN
*/
public replaceAnimation(armature: Armature, armatureData: ArmatureData, isOverride: boolean = true): boolean {
const skinData = armatureData.defaultSkin;
if (skinData === null) {
return false;
}
if (isOverride) {
armature.animation.animations = armatureData.animations;
}
else {
const rawAnimations = armature.animation.animations;
const animations: Map<AnimationData> = {};
for (let k in rawAnimations) {
animations[k] = rawAnimations[k];
}
for (let k in armatureData.animations) {
animations[k] = armatureData.animations[k];
}
armature.animation.animations = animations;
}
for (const slot of armature.getSlots()) {
let index = 0;
for (const display of slot.displayList) {
if (display instanceof Armature) {
const displayDatas = skinData.getDisplays(slot.name);
if (displayDatas !== null && index < (DragonBones.webAssembly ? (displayDatas as any).size() : displayDatas.length)) {
const displayData = DragonBones.webAssembly ? (displayDatas as any).get(index) : displayDatas[index];
if (displayData !== null && displayData.type === DisplayType.Armature) {
const childArmatureData = this.getArmatureData(displayData.path, displayData.parent.parent.parent.name);
if (childArmatureData) {
this.replaceAnimation(display, childArmatureData, isOverride);
}
}
}
}
index++;
}
}
return true;
}
/**
* @private
*/
public getAllDragonBonesData(): Map<DragonBonesData> {
return this._dragonBonesDataMap;
}
/**
* @private
*/
public getAllTextureAtlasData(): Map<Array<TextureAtlasData>> {
return this._textureAtlasDataMap;
}
/**
* - An Worldclock instance updated by engine.
* @version DragonBones 5.7
* @language en_US
*/
/**
* - 由引擎驱动的 WorldClock 实例。
* @version DragonBones 5.7
* @language zh_CN
*/
public get clock(): WorldClock {
return this._dragonBones.clock;
}
/**
* @private
*/
public get dragonBones(): DragonBones {
return this._dragonBones;
}
/**
* - Deprecated, please refer to {@link #replaceSkin}.
* @deprecated
* @language en_US
*/
/**
* - 已废弃,请参考 {@link #replaceSkin}。
* @deprecated
* @language zh_CN
*/
public changeSkin(armature: Armature, skin: SkinData, exclude: Array<string> | null = null): boolean {
return this.replaceSkin(armature, skin, false, exclude);
}
/**
* - Deprecated, please refer to {@link #replaceAnimation}.
* @deprecated
* @language en_US
*/
/**
* - 已废弃,请参考 {@link #replaceAnimation}。
* @deprecated
* @language zh_CN
*/
public copyAnimationsToArmature(
toArmature: Armature,
fromArmatreName: string, fromSkinName: string = "", fromDragonBonesDataName: string = "",
replaceOriginalAnimation: boolean = true
): boolean {
// tslint:disable-next-line:no-unused-expression
fromSkinName;
const armatureData = this.getArmatureData(fromArmatreName, fromDragonBonesDataName);
if (!armatureData) {
return false;
}
return this.replaceAnimation(toArmature, armatureData, replaceOriginalAnimation);
}
}
/**
* @internal
* @private
*/
export class BuildArmaturePackage {
public dataName: string = "";
public textureAtlasName: string = "";
public data: DragonBonesData;
public armature: ArmatureData;
public skin: SkinData | null = null;
}
}