pixi-dragonbones-runtime
Version:
DragonBones Runtime for Pixi.js
418 lines (417 loc) • 13.9 kB
TypeScript
/**
* The MIT License (MIT)
*
* Copyright (c) 2012-2018 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.
*/
import { IAnimatable, WorldClock, Animation } from "../animation/index.js";
import { BaseObject, DragonBones } from "../core/index.js";
import { EventObject, IEventDispatcher } from "../event/index.js";
import { ArmatureData, TextureAtlasData } from "../model/index.js";
import { Bone } from "./Bone.js";
import { Constraint } from "./Constraint.js";
import { IArmatureProxy } from "./IArmatureProxy.js";
import { Slot } from "./Slot.js";
/**
* [en] Armature is the core of the skeleton animation system.
*
* [zh] 骨架是骨骼动画系统的核心。
*
* @see ArmatureData
* @see Bone
* @see Slot
* @see Animation
* @version DragonBones 3.0
*/
export declare class Armature extends BaseObject implements IAnimatable {
static toString(): string;
private static _onSortSlots;
/**
* [en] Whether to inherit the animation control of the parent armature.
* True to try to have the child armature play an animation with the same name when the parent armature play the animation.
*
* [zh] 是否继承父骨架的动画控制。
* 如果该值为 true,当父骨架播放动画时,会尝试让子骨架播放同名动画。
*
* @default true
* @version DragonBones 4.5
*/
stopped: boolean;
inheritAnimation: boolean;
/**
* @private
*/
userData: any;
/**
* @internal
*/
_lockUpdate: boolean;
private _slotsDirty;
private _zOrderDirty;
/**
* @internal
*/
_zIndexDirty: boolean;
/**
* @internal
*/
_alphaDirty: boolean;
private _flipX;
private _flipY;
/**
* @internal
*/
_cacheFrameIndex: number;
private _alpha;
/**
* @internal
*/
_globalAlpha: number;
private readonly _bones;
private readonly _slots;
/**
* @internal
*/
readonly _constraints: Array<Constraint>;
private readonly _actions;
/**
* @internal
*/
_armatureData: ArmatureData;
private _animation;
private _proxy;
private _display;
/**
* @internal
*/
_replaceTextureAtlasData: TextureAtlasData | null;
private _replacedTexture;
/**
* @internal
*/
_dragonBones: DragonBones;
private _clock;
/**
* @internal
*/
_parent: Slot | null;
protected _onClear(): void;
/**
* @internal
*/
_sortZOrder(slotIndices: Array<number> | Int16Array | null, offset: number): void;
/**
* @internal
*/
_addBone(value: Bone): void;
/**
* @internal
*/
_addSlot(value: Slot): void;
/**
* @internal
*/
_addConstraint(value: Constraint): void;
/**
* @internal
*/
_bufferAction(action: EventObject, append: boolean): void;
/**
* [en] Dispose the armature. (Return to the object pool)
*
* [zh] 释放骨架。 (回收到对象池)
*
* @example
* ```ts
* removeChild(armature.display);
* armature.dispose();
* ```
* @version DragonBones 3.0
*/
dispose(): void;
/**
* @internal
*/
init(armatureData: ArmatureData, proxy: IArmatureProxy, display: any, dragonBones: DragonBones): void;
/**
* @inheritDoc
*/
advanceTime(passedTime: number): void;
/**
* [en] Forces a specific bone or its owning slot to update the transform or display property in the next frame.
*
* [zh] 强制特定骨骼或其拥有的插槽在下一帧更新变换或显示属性。
*
* @param boneName - [en] The bone name. (If not set, all bones will be update)
* @param boneName - [zh] 骨骼名称。 (如果未设置,将更新所有骨骼)
*
* @param updateSlot - [en] Whether to update the bone's slots. (Default: false)
* @param updateSlot - [zh] 是否更新骨骼的插槽。 (默认: false)
*
* @see Bone#invalidUpdate()
* @see Slot#invalidUpdate()
* @version DragonBones 3.0
*/
invalidUpdate(boneName?: string | null, updateSlot?: boolean): void;
/**
* [en] Check whether a specific point is inside a custom bounding box in a 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.
*
* [zh] 检查特定点是否在某个插槽的自定义边界框内。
* 点的坐标系为骨架内坐标系。
* 自定义边界框需要在 DragonBones Pro 中自定义。
*
* @param x - [en] The horizontal coordinate of the point.
* @param x - [zh] 点的水平坐标。
*
* @param y - [en] The vertical coordinate of the point.
* @param y - [zh] 点的垂直坐标。
*
* @version DragonBones 5.0
*/
containsPoint(x: number, y: number): Slot | null;
/**
* [en] Check whether a specific segment intersects a custom bounding box for a slot in the armature.
* 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.
*
* [zh] 检查特定线段是否与骨架的某个插槽的自定义边界框相交。
* 线段和交点的坐标系均为骨架内坐标系。
* 自定义边界框需要在 DragonBones Pro 中自定义。
*
* @param xA - [en] The horizontal coordinate of the beginning of the segment.
* @param xA - [zh] 线段起点的水平坐标。
*
* @param yA - [en] The vertical coordinate of the beginning of the segment.
* @param yA - [zh] 线段起点的垂直坐标。
*
* @param xB - [en] The horizontal coordinate of the end point of the segment.
* @param xB - [zh] 线段终点的水平坐标。
*
* @param yB - [en] The vertical coordinate of the end point of the segment.
* @param yB - [zh] 线段终点的垂直坐标。
*
* @param intersectionPointA - [en] 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 intersectionPointA - [zh] 线段从起点到终点与边界框相交的第一个交点。 (如果未设置,则不计算交点)
*
* @param intersectionPointB - [en] 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 intersectionPointB - [zh] 线段从终点到起点与边界框相交的第一个交点。 (如果未设置,则不计算交点)
*
* @param normalRadians - [en] 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)
* @param normalRadians - [zh] 交点边界框切线的法线弧度。 [x: 第一个交点切线的法线弧度, y: 第二个交点切线的法线弧度] (如果未设置,则不计算法线)
*
* @returns [en] The slot of the first custom bounding box where the segment intersects from the start point to the end point.
* @returns [zh] 线段从起点到终点相交的第一个自定义边界框的插槽。
*
* @version DragonBones 5.0
*/
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): Slot | null;
/**
* [en] Get a specific bone.
*
* [zh] 获取特定的骨骼。
*
* @param name - [en] The bone name.
* @param name - [zh] 骨骼名称。
*
* @see Bone
* @version DragonBones 3.0
*/
getBone(name: string): Bone | null;
/**
* [en] Get a specific bone by the display.
*
* [zh] 通过显示对象获取特定的骨骼。
*
* @param display - [en] The display object.
* @param display - [zh] 显示对象。
*
* @see Bone
* @version DragonBones 3.0
*/
getBoneByDisplay(display: any): Bone | null;
/**
* [en] Get a specific slot.
*
* [zh] 获取特定的插槽。
*
* @param name - [en] The slot name.
* @param name - [zh] 插槽名称。
*
* @see Slot
* @version DragonBones 3.0
*/
getSlot(name: string): Slot | null;
/**
* [en] Get a specific slot by the display.
*
* [zh] 通过显示对象获取特定的插槽。
*
* @param display - [en] The display object.
* @param display - [zh] 显示对象。
*
* @see Slot
* @version DragonBones 3.0
*/
getSlotByDisplay(display: any): Slot | null;
/**
* [en] Get all bones.
*
* [zh] 获取所有的骨骼。
*
* @see Bone
* @version DragonBones 3.0
*/
getBones(): Array<Bone>;
/**
* [en] Get all slots.
*
* [zh] 获取所有的插槽。
*
* @see Slot
* @version DragonBones 3.0
*/
getSlots(): Array<Slot>;
/**
* [en] Whether to flip the armature horizontally.
*
* [zh] 是否将骨架水平翻转。
*
* @version DragonBones 5.5
*/
get flipX(): boolean;
set flipX(value: boolean);
/**
* [en] Whether to flip the armature vertically.
*
* [zh] 是否将骨架垂直翻转。
*
* @version DragonBones 5.5
*/
get flipY(): boolean;
set flipY(value: boolean);
/**
* [en] The animation cache frame rate, which turns on the animation cache when the set value is greater than 0.
* There is a certain amount of memory overhead to improve performance by caching animation data in memory.
* The frame rate should not be set too high, usually with the frame rate of the animation is similar and lower than the program running frame rate.
* When the animation cache is turned on, some features will fail, such as the offset property of bone.
*
* [zh] 动画缓存帧率,当设置的值大于 0 的时,将会开启动画缓存。
* 通过将动画数据缓存在内存中来提高运行性能,会有一定的内存开销。
* 帧率不宜设置的过高,通常跟动画的帧率相当且低于程序运行的帧率。
* 开启动画缓存后,某些功能将会失效,比如骨骼的 offset 属性等。
*
* @example
* ```ts
* armature.cacheFrameRate = 24;
* ```
* @see DragonBonesData#frameRate
* @see ArmatureData#frameRate
* @version DragonBones 4.5
*/
get cacheFrameRate(): number;
set cacheFrameRate(value: number);
/**
* [en] The armature name.
*
* [zh] 骨架名称。
*
* @version DragonBones 3.0
*/
get name(): string;
/**
* [en] The armature data.
*
* [zh] 骨架数据。
*
* @see ArmatureData
* @version DragonBones 4.5
*/
get armatureData(): ArmatureData;
/**
* [en] The animation player.
*
* [zh] 动画播放器。
*
* @see Animation
* @version DragonBones 3.0
*/
get animation(): Animation;
/**
* @pivate
*/
get proxy(): IArmatureProxy;
/**
* [en] The EventDispatcher instance of the armature.
*
* [zh] 该骨架的 EventDispatcher 实例。
*
* @version DragonBones 4.5
*/
get eventDispatcher(): IEventDispatcher;
/**
* [en] The display container.
* The display of the slot is displayed as the parent.
* Depending on the rendering engine, the type will be different, usually the DisplayObjectContainer type.
*
* [zh] 显示容器实例。
* 插槽的显示对象都会以此显示容器为父级。
* 根据渲染引擎的不同,类型会不同,通常是 DisplayObjectContainer 类型。
*
* @version DragonBones 3.0
*/
get display(): any;
/**
* @private
*/
get replacedTexture(): any;
set replacedTexture(value: any);
/**
* @inheritDoc
*/
get clock(): WorldClock | null;
set clock(value: WorldClock | null);
/**
* [en] Get the parent slot which the armature belongs to.
*
* [zh] 该骨架所属的父插槽。
*
* @see Slot
* @version DragonBones 4.5
*/
get parent(): Slot | null;
/**
* [en] Deprecated, please refer to {@link #display}.
*
* [zh] 已废弃,请参考 {@link #display}。
*
* @deprecated
*/
getDisplay(): any;
}