pixi-dragonbones-runtime
Version:
DragonBones Runtime for Pixi.js
113 lines (112 loc) • 3.86 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 } from "../core/index.js";
import { Matrix, Transform, Point } from "../geom/index.js";
import { Armature } from "./Armature.js";
/**
* [en] The base class of the transform object.
*
* [zh] 变换对象的基类。
*
* @see Transform
* @version DragonBones 4.5
*/
export declare abstract class TransformObject extends BaseObject {
protected static readonly _helpMatrix: Matrix;
protected static readonly _helpTransform: Transform;
protected static readonly _helpPoint: Point;
/**
* [en] A matrix relative to the armature coordinate system.
*
* [zh] 相对于骨架坐标系的矩阵。
*
* @version DragonBones 3.0
*/
readonly globalTransformMatrix: Matrix;
/**
* [en] A transform relative to the armature coordinate system.
*
* [zh] 相对于骨架坐标系的变换。
*
* @see #updateGlobalTransform()
* @version DragonBones 3.0
*/
readonly global: Transform;
/**
* [en] The offset transform relative to the armature or the parent bone coordinate system.
*
* [zh] 相对于骨架或父骨骼坐标系的偏移变换。
*
* @see Bone#invalidUpdate()
* @version DragonBones 3.0
*/
readonly offset: Transform;
/**
* @private
*/
origin: Transform | null;
/**
* @private
*/
userData: any;
protected _globalDirty: boolean;
/**
* @internal
*/
_alpha: number;
/**
* @internal
*/
_globalAlpha: number;
/**
* @internal
*/
_armature: Armature;
/**
*/
protected _onClear(): void;
/**
* [en] 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.
*
* [zh] 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
* ```ts
* bone.updateGlobalTransform();
* let rotation = bone.global.rotation;
* ```
* @version DragonBones 3.0
*/
updateGlobalTransform(): void;
/**
* [en] The armature to which it belongs.
*
* [zh] 所属的骨架。
*
* @version DragonBones 3.0
*/
get armature(): Armature;
}