/** * 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. */ using System; using System.Collections.Generic; using System.Text; namespace DragonBones { /// /// - The base class of the transform object. /// /// /// DragonBones 4.5 /// en_US /// /// - 变换对象的基类。 /// /// /// DragonBones 4.5 /// zh_CN public abstract class TransformObject : BaseObject { /// protected static readonly Matrix _helpMatrix = new Matrix(); /// protected static readonly TransformDB _helpTransform = new TransformDB(); /// protected static readonly Point _helpPoint = new Point(); /// /// - A matrix relative to the armature coordinate system. /// /// DragonBones 3.0 /// en_US /// /// - 相对于骨架坐标系的矩阵。 /// /// DragonBones 3.0 /// zh_CN public readonly Matrix globalTransformMatrix = new Matrix(); /// /// - A transform relative to the armature coordinate system. /// /// /// DragonBones 3.0 /// en_US /// /// - 相对于骨架坐标系的变换。 /// /// /// DragonBones 3.0 /// zh_CN public readonly TransformDB global = new TransformDB(); /// /// - The offset transform relative to the armature or the parent bone coordinate system. /// /// /// DragonBones 3.0 /// en_US /// /// - 相对于骨架或父骨骼坐标系的偏移变换。 /// /// /// DragonBones 3.0 /// zh_CN public readonly TransformDB offset = new TransformDB(); /// public TransformDB origin; /// public object userData; /// protected bool _globalDirty; /// /// internal Armature _armature; /// protected override void _OnClear() { this.globalTransformMatrix.Identity(); this.global.Identity(); this.offset.Identity(); this.origin = null; // this.userData = null; this._globalDirty = false; this._armature = null; // } /// /// - 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. /// /// /// TypeScript style, for reference only. ///
        ///     bone.updateGlobalTransform();
        ///     let rotation = bone.global.rotation;
        /// 
///
/// DragonBones 3.0 /// en_US /// /// - 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。 /// /// /// TypeScript 风格,仅供参考。 ///
        ///     bone.updateGlobalTransform();
        ///     let rotation = bone.global.rotation;
        /// 
///
/// DragonBones 3.0 /// zh_CN public void UpdateGlobalTransform() { if (this._globalDirty) { this._globalDirty = false; this.global.FromMatrix(this.globalTransformMatrix); } } /// /// - The armature to which it belongs. /// /// DragonBones 3.0 /// en_US /// /// - 所属的骨架。 /// /// DragonBones 3.0 /// zh_CN public Armature armature { get{ return this._armature; } } } }