dragonbones-runtime
Version:
the tools to build dragonbones file for diffrent framework
694 lines (664 loc) • 21 kB
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 armature data.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 骨架数据。
* @version DragonBones 3.0
* @language zh_CN
*/
export class ArmatureData extends BaseObject {
public static toString(): string {
return "[class dragonBones.ArmatureData]";
}
/**
* @private
*/
public type: ArmatureType;
/**
* - The animation frame rate.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 动画帧率。
* @version DragonBones 3.0
* @language zh_CN
*/
public frameRate: number;
/**
* @private
*/
public cacheFrameRate: number;
/**
* @private
*/
public scale: number;
/**
* - The armature name.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 骨架名称。
* @version DragonBones 3.0
* @language zh_CN
*/
public name: string;
/**
* @private
*/
public readonly aabb: Rectangle = new Rectangle();
/**
* - The names of all the animation data.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 所有的动画数据名称。
* @version DragonBones 3.0
* @language zh_CN
*/
public readonly animationNames: Array<string> = [];
/**
* @private
*/
public readonly sortedBones: Array<BoneData> = [];
/**
* @private
*/
public readonly sortedSlots: Array<SlotData> = [];
/**
* @private
*/
public readonly defaultActions: Array<ActionData> = [];
/**
* @private
*/
public readonly actions: Array<ActionData> = [];
/**
* @private
*/
public readonly bones: Map<BoneData> = {};
/**
* @private
*/
public readonly slots: Map<SlotData> = {};
/**
* @private
*/
public readonly constraints: Map<ConstraintData> = {};
/**
* @private
*/
public readonly skins: Map<SkinData> = {};
/**
* @private
*/
public readonly animations: Map<AnimationData> = {};
/**
* - The default skin data.
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 默认插槽数据。
* @version DragonBones 4.5
* @language zh_CN
*/
public defaultSkin: SkinData | null;
/**
* - The default animation data.
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 默认动画数据。
* @version DragonBones 4.5
* @language zh_CN
*/
public defaultAnimation: AnimationData | null;
/**
* @private
*/
public canvas: CanvasData | null = null; // Initial value.
/**
* @private
*/
public userData: UserData | null = null; // Initial value.
/**
* @private
*/
public parent: DragonBonesData;
/**
* @inheritDoc
*/
protected _onClear(): void {
for (const action of this.defaultActions) {
action.returnToPool();
}
for (const action of this.actions) {
action.returnToPool();
}
for (let k in this.bones) {
this.bones[k].returnToPool();
delete this.bones[k];
}
for (let k in this.slots) {
this.slots[k].returnToPool();
delete this.slots[k];
}
for (let k in this.constraints) {
this.constraints[k].returnToPool();
delete this.constraints[k];
}
for (let k in this.skins) {
this.skins[k].returnToPool();
delete this.skins[k];
}
for (let k in this.animations) {
this.animations[k].returnToPool();
delete this.animations[k];
}
if (this.canvas !== null) {
this.canvas.returnToPool();
}
if (this.userData !== null) {
this.userData.returnToPool();
}
this.type = ArmatureType.Armature;
this.frameRate = 0;
this.cacheFrameRate = 0;
this.scale = 1.0;
this.name = "";
this.aabb.clear();
this.animationNames.length = 0;
this.sortedBones.length = 0;
this.sortedSlots.length = 0;
this.defaultActions.length = 0;
this.actions.length = 0;
// this.bones.clear();
// this.slots.clear();
// this.constraints.clear();
// this.skins.clear();
// this.animations.clear();
this.defaultSkin = null;
this.defaultAnimation = null;
this.canvas = null;
this.userData = null;
this.parent = null as any; //
}
/**
* @internal
* @private
*/
public sortBones(): void {
const total = this.sortedBones.length;
if (total <= 0) {
return;
}
const sortHelper = this.sortedBones.concat();
let index = 0;
let count = 0;
this.sortedBones.length = 0;
while (count < total) {
const bone = sortHelper[index++];
if (index >= total) {
index = 0;
}
if (this.sortedBones.indexOf(bone) >= 0) {
continue;
}
let flag = false;
for (let k in this.constraints) { // Wait constraint.
const constraint = this.constraints[k];
if (constraint.root === bone && this.sortedBones.indexOf(constraint.target) < 0) {
flag = true;
break;
}
}
if (flag) {
continue;
}
if (bone.parent !== null && this.sortedBones.indexOf(bone.parent) < 0) { // Wait parent.
continue;
}
this.sortedBones.push(bone);
count++;
}
}
/**
* @internal
* @private
*/
public cacheFrames(frameRate: number): void {
if (this.cacheFrameRate > 0) { // TODO clear cache.
return;
}
this.cacheFrameRate = frameRate;
for (let k in this.animations) {
this.animations[k].cacheFrames(this.cacheFrameRate);
}
}
/**
* @internal
* @private
*/
public setCacheFrame(globalTransformMatrix: Matrix, transform: Transform): number {
const dataArray = this.parent.cachedFrames;
let arrayOffset = dataArray.length;
dataArray.length += 10;
dataArray[arrayOffset] = globalTransformMatrix.a;
dataArray[arrayOffset + 1] = globalTransformMatrix.b;
dataArray[arrayOffset + 2] = globalTransformMatrix.c;
dataArray[arrayOffset + 3] = globalTransformMatrix.d;
dataArray[arrayOffset + 4] = globalTransformMatrix.tx;
dataArray[arrayOffset + 5] = globalTransformMatrix.ty;
dataArray[arrayOffset + 6] = transform.rotation;
dataArray[arrayOffset + 7] = transform.skew;
dataArray[arrayOffset + 8] = transform.scaleX;
dataArray[arrayOffset + 9] = transform.scaleY;
return arrayOffset;
}
/**
* @internal
* @private
*/
public getCacheFrame(globalTransformMatrix: Matrix, transform: Transform, arrayOffset: number): void {
const dataArray = this.parent.cachedFrames;
globalTransformMatrix.a = dataArray[arrayOffset];
globalTransformMatrix.b = dataArray[arrayOffset + 1];
globalTransformMatrix.c = dataArray[arrayOffset + 2];
globalTransformMatrix.d = dataArray[arrayOffset + 3];
globalTransformMatrix.tx = dataArray[arrayOffset + 4];
globalTransformMatrix.ty = dataArray[arrayOffset + 5];
transform.rotation = dataArray[arrayOffset + 6];
transform.skew = dataArray[arrayOffset + 7];
transform.scaleX = dataArray[arrayOffset + 8];
transform.scaleY = dataArray[arrayOffset + 9];
transform.x = globalTransformMatrix.tx;
transform.y = globalTransformMatrix.ty;
}
/**
* @internal
* @private
*/
public addBone(value: BoneData): void {
if (value.name in this.bones) {
console.warn("Same bone: " + value.name);
return;
}
this.bones[value.name] = value;
this.sortedBones.push(value);
}
/**
* @internal
* @private
*/
public addSlot(value: SlotData): void {
if (value.name in this.slots) {
console.warn("Same slot: " + value.name);
return;
}
this.slots[value.name] = value;
this.sortedSlots.push(value);
}
/**
* @internal
* @private
*/
public addConstraint(value: ConstraintData): void {
if (value.name in this.constraints) {
console.warn("Same constraint: " + value.name);
return;
}
this.constraints[value.name] = value;
}
/**
* @internal
* @private
*/
public addSkin(value: SkinData): void {
if (value.name in this.skins) {
console.warn("Same skin: " + value.name);
return;
}
value.parent = this;
this.skins[value.name] = value;
if (this.defaultSkin === null) {
this.defaultSkin = value;
}
if (value.name === "default") {
this.defaultSkin = value;
}
}
/**
* @internal
* @private
*/
public addAnimation(value: AnimationData): void {
if (value.name in this.animations) {
console.warn("Same animation: " + value.name);
return;
}
value.parent = this;
this.animations[value.name] = value;
this.animationNames.push(value.name);
if (this.defaultAnimation === null) {
this.defaultAnimation = value;
}
}
/**
* @internal
* @private
*/
public addAction(value: ActionData, isDefault: boolean): void {
if (isDefault) {
this.defaultActions.push(value);
}
else {
this.actions.push(value);
}
}
/**
* - Get a specific done data.
* @param name - The bone name.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 获取特定的骨骼数据。
* @param name - 骨骼名称。
* @version DragonBones 3.0
* @language zh_CN
*/
public getBone(name: string): BoneData | null {
return name in this.bones ? this.bones[name] : null;
}
/**
* - Get a specific slot data.
* @param name - The slot name.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 获取特定的插槽数据。
* @param name - 插槽名称。
* @version DragonBones 3.0
* @language zh_CN
*/
public getSlot(name: string): SlotData | null {
return name in this.slots ? this.slots[name] : null;
}
/**
* @private
*/
public getConstraint(name: string): ConstraintData | null {
return name in this.constraints ? this.constraints[name] : null;
}
/**
* - Get a specific skin data.
* @param name - The skin name.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 获取特定皮肤数据。
* @param name - 皮肤名称。
* @version DragonBones 3.0
* @language zh_CN
*/
public getSkin(name: string): SkinData | null {
return name in this.skins ? this.skins[name] : null;
}
/**
* @private
*/
public getMesh(skinName: string, slotName: string, meshName: string): MeshDisplayData | null {
const skin = this.getSkin(skinName);
if (skin === null) {
return null;
}
return skin.getDisplay(slotName, meshName) as MeshDisplayData | null;
}
/**
* - Get a specific animation data.
* @param name - The animation name.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 获取特定的动画数据。
* @param name - 动画名称。
* @version DragonBones 3.0
* @language zh_CN
*/
public getAnimation(name: string): AnimationData | null {
return name in this.animations ? this.animations[name] : null;
}
}
/**
* - The bone data.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 骨骼数据。
* @version DragonBones 3.0
* @language zh_CN
*/
export class BoneData extends BaseObject {
public static toString(): string {
return "[class dragonBones.BoneData]";
}
/**
* @private
*/
public inheritTranslation: boolean;
/**
* @private
*/
public inheritRotation: boolean;
/**
* @private
*/
public inheritScale: boolean;
/**
* @private
*/
public inheritReflection: boolean;
/**
* @private
*/
public type: BoneType;
/**
* - The bone length.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 骨骼长度。
* @version DragonBones 3.0
* @language zh_CN
*/
public length: number;
/**
* - The bone name.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 骨骼名称。
* @version DragonBones 3.0
* @language zh_CN
*/
public name: string;
/**
* @private
*/
public readonly transform: Transform = new Transform();
/**
* @private
*/
public userData: UserData | null = null; // Initial value.
/**
* - The parent bone data.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 父骨骼数据。
* @version DragonBones 3.0
* @language zh_CN
*/
public parent: BoneData | null;
/**
* @inheritDoc
*/
protected _onClear(): void {
if (this.userData !== null) {
this.userData.returnToPool();
}
this.inheritTranslation = false;
this.inheritRotation = false;
this.inheritScale = false;
this.inheritReflection = false;
this.type = BoneType.Bone;
this.length = 0.0;
this.name = "";
this.transform.identity();
this.userData = null;
this.parent = null;
}
}
/**
* @internal
* @private
*/
export class SurfaceData extends BoneData {
public static toString(): string {
return "[class dragonBones.SurfaceData]";
}
public segmentX: number;
public segmentY: number;
public readonly vertices: Array<number> = [];
/**
* @inheritDoc
*/
protected _onClear(): void {
super._onClear();
this.type = BoneType.Surface;
this.segmentX = 0;
this.segmentY = 0;
this.vertices.length = 0;
}
}
/**
* - The slot data.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 插槽数据。
* @version DragonBones 3.0
* @language zh_CN
*/
export class SlotData extends BaseObject {
/**
* @internal
* @private
*/
public static readonly DEFAULT_COLOR: ColorTransform = new ColorTransform();
/**
* @internal
* @private
*/
public static createColor(): ColorTransform {
return new ColorTransform();
}
public static toString(): string {
return "[class dragonBones.SlotData]";
}
/**
* @private
*/
public blendMode: BlendMode;
/**
* @private
*/
public displayIndex: number;
/**
* @private
*/
public zOrder: number;
/**
* - The slot name.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 插槽名称。
* @version DragonBones 3.0
* @language zh_CN
*/
public name: string;
/**
* @private
*/
public color: ColorTransform = null as any; // Initial value.
/**
* @private
*/
public userData: UserData | null = null; // Initial value.
/**
* - The parent bone data.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 父骨骼数据。
* @version DragonBones 3.0
* @language zh_CN
*/
public parent: BoneData;
/**
* @inheritDoc
*/
protected _onClear(): void {
if (this.userData !== null) {
this.userData.returnToPool();
}
this.blendMode = BlendMode.Normal;
this.displayIndex = 0;
this.zOrder = 0;
this.name = "";
this.color = null as any; //
this.userData = null;
this.parent = null as any; //
}
}
}