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