pixi-dragonbones-runtime
Version:
DragonBones Runtime for Pixi.js
428 lines (427 loc) • 15.1 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 { BaseObject, BlendMode } from "../core/index.js";
import { Matrix, ColorTransform } from "../geom/index.js";
import { DisplayData, TextureData, GeometryData, BoundingBoxData, SlotData } from "../model/index.js";
import { Armature } from "./Armature.js";
import { Bone } from "./Bone.js";
import { TransformObject } from "./TransformObject.js";
/**
* @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;
}
/**
* [en] 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.
*
* [zh] 插槽附着在骨骼上,控制显示对象的显示状态和属性。
* 一个骨骼上可以包含多个插槽。
* 一个插槽中可以包含多个显示对象,同一时间只能显示其中的一个显示对象,但可以在动画播放的过程中切换显示对象实现帧动画。
* 显示对象可以是普通的图片纹理,也可以是子骨架的显示容器,网格显示对象,还可以是自定义的其他显示对象。
*
* @see Armature
* @see Bone
* @see SlotData
* @version DragonBones 3.0
*/
export declare abstract class Slot extends TransformObject {
/**
* [en] Displays the animated state or mixed group name controlled by the object, set to null to be controlled by all animation states.
*
* [zh] 显示对象受到控制的动画状态或混合组名称,设置为 null 则表示受所有的动画状态控制。
*
* @default null
* @see AnimationState#displayControl
* @see AnimationState#name
* @see AnimationState#group
* @version DragonBones 4.5
*/
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;
/**
* [en] Forces the slot to update the state of the display object in the next frame.
*
* [zh] 强制插槽在下一帧更新显示对象的状态。
*
* @version DragonBones 4.5
*/
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;
/**
* [en] 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.
*
* [zh] 检查特定点是否在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): boolean;
/**
* [en] 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.
*
* [zh] 检查特定线段是否与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] 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]
* @returns [zh] 相交的情况。 [-1: 不相交且线段在包围盒内, 0: 不相交, 1: 相交且有一个交点且终点在包围盒内, 2: 相交且有一个交点且起点在包围盒内, 3: 相交且有两个交点, N: 相交且有 N 个交点]
*
* @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): number;
/**
* @private
*/
getDisplayFrameAt(index: number): DisplayFrame;
/**
* [en] The visible of slot's display object.
*
* [zh] 插槽的显示对象的可见。
*
* @default true
* @version DragonBones 5.6
*/
get visible(): boolean;
set visible(value: boolean);
/**
* @private
*/
get displayFrameCount(): number;
set displayFrameCount(value: number);
/**
* [en] The index of the display object displayed in the display list.
*
* [zh] 此时显示的显示对象在显示列表中的索引。
*
* @example
* ```ts
* let slot = armature.getSlot("weapon");
* slot.displayIndex = 3;
* slot.displayController = "none";
* ```
* @version DragonBones 4.5
*/
get displayIndex(): number;
set displayIndex(value: number);
/**
* [en] The slot name.
*
* [zh] 插槽名称。
*
* @see SlotData#name
* @version DragonBones 3.0
*/
get name(): string;
/**
* [en] Contains a display list of display objects or child armatures.
*
* [zh] 包含显示对象或子骨架的显示列表。
*
* @version DragonBones 3.0
*/
get displayList(): Array<any>;
set displayList(value: Array<any>);
/**
* [en] The slot data.
*
* [zh] 插槽数据。
*
* @see SlotData
* @version DragonBones 4.5
*/
get slotData(): SlotData;
/**
* [en] The custom bounding box data for the slot at current time.
*
* [zh] 插槽此时的自定义包围盒数据。
*
* @version DragonBones 5.0
*/
get boundingBoxData(): BoundingBoxData | null;
/**
* @private
*/
get rawDisplay(): any;
/**
* @private
*/
get meshDisplay(): any;
/**
* [en] The display object that the slot displays at this time.
*
* [zh] 插槽此时显示的显示对象。
*
* @example
* ```ts
* let slot = armature.getSlot("text");
* slot.display = new yourEngine.TextField();
* ```
* @version DragonBones 3.0
*/
get display(): any;
set display(value: any);
/**
* [en] The child armature that the slot displayed at current time.
*
* [zh] 插槽此时显示的子骨架。
* 注意,被替换的对象或子骨架并不会被回收,根据语言和引擎的不同,需要额外处理。
*
* @example
* ```ts
* let slot = armature.getSlot("weapon");
* let prevChildArmature = slot.childArmature;
* if (prevChildArmature) {
* prevChildArmature.dispose();
* }
* slot.childArmature = factory.buildArmature("weapon_blabla", "weapon_blabla_project");
* ```
* @version DragonBones 3.0
*/
get childArmature(): Armature | null;
set childArmature(value: Armature | null);
/**
* [en] The parent bone to which it belongs.
*
* [zh] 所属的父骨骼。
*
* @version DragonBones 3.0
*/
get parent(): Bone;
/**
* [en] Deprecated, please refer to {@link #display}.
*
* [zh] 已废弃,请参考 {@link #display}。
*
* @deprecated
*/
getDisplay(): any;
/**
* [en] Deprecated, please refer to {@link #display}.
*
* [zh] 已废弃,请参考 {@link #display}。
*
* @deprecated
*/
setDisplay(value: any): void;
}