/** * 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 { OffsetMode } from "../core"; import { BoneData } from "../model"; import { TransformObject } from "./TransformObject"; /** * - Bone is one of the most important logical units in the armature animation system, * and is responsible for the realization of translate, rotation, scaling in the animations. * A armature can contain multiple bones. * @see dragonBones.BoneData * @see dragonBones.Armature * @see dragonBones.Slot * @version DragonBones 3.0 * @language en_US */ /** * - 骨骼在骨骼动画体系中是最重要的逻辑单元之一,负责动画中的平移、旋转、缩放的实现。 * 一个骨架中可以包含多个骨骼。 * @see dragonBones.BoneData * @see dragonBones.Armature * @see dragonBones.Slot * @version DragonBones 3.0 * @language zh_CN */ export declare class Bone extends TransformObject { static toString(): string; /** * - The offset mode. * @see #offset * @version DragonBones 5.5 * @language en_US */ /** * - 偏移模式。 * @see #offset * @version DragonBones 5.5 * @language zh_CN */ offsetMode: OffsetMode; protected _localDirty: boolean; protected _visible: boolean; protected _cachedFrameIndex: number; /** * @private */ protected _parent: Bone | null; protected _onClear(): void; protected _updateGlobalTransformMatrix(isCache: boolean): void; /** * - Forces the bone to update the transform in the next frame. * When the bone is not animated or its animation state is finished, the bone will not continue to update, * and when the skeleton must be updated for some reason, the method needs to be called explicitly. * @example *
* let bone = armature.getBone("arm");
* bone.offset.scaleX = 2.0;
* bone.invalidUpdate();
*
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 强制骨骼在下一帧更新变换。
* 当该骨骼没有动画状态或其动画状态播放完成时,骨骼将不在继续更新,而此时由于某些原因必须更新骨骼时,则需要显式调用该方法。
* @example
*
* let bone = armature.getBone("arm");
* bone.offset.scaleX = 2.0;
* bone.invalidUpdate();
*
* @version DragonBones 3.0
* @language zh_CN
*/
invalidUpdate(): void;
/**
* - Check whether the bone contains a specific bone.
* @see dragonBones.Bone
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 检查该骨骼是否包含特定的骨骼。
* @see dragonBones.Bone
* @version DragonBones 3.0
* @language zh_CN
*/
contains(value: Bone): boolean;
/**
* - The bone data.
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 骨骼数据。
* @version DragonBones 4.5
* @language zh_CN
*/
get boneData(): BoneData;
/**
* - The visible of all slots in the bone.
* @default true
* @see dragonBones.Slot#visible
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 此骨骼所有插槽的可见。
* @default true
* @see dragonBones.Slot#visible
* @version DragonBones 3.0
* @language zh_CN
*/
get visible(): boolean;
set visible(value: boolean);
/**
* - The bone name.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 骨骼名称。
* @version DragonBones 3.0
* @language zh_CN
*/
get name(): string;
/**
* - The parent bone to which it belongs.
* @version DragonBones 3.0
* @language en_US
*/
/**
* - 所属的父骨骼。
* @version DragonBones 3.0
* @language zh_CN
*/
get parent(): Bone | null;
}