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Bone Class Reference

#include <CCBone.h>

Inheritance diagram for Bone:
Node Ref

Public Member Functions

 Bone ()
virtual ~Bone (void)
virtual bool init () override
 Initializes an empty Bone with nothing init. More...
 
virtual bool init (const std::string &name)
 Initializes a Bone with the specified name. More...
 
void addDisplay (DisplayData *displayData, int index)
 Add display and use displayData to init the display. More...
 
void addDisplay (cocos2d::Node *display, int index)
void removeDisplay (int index)
CC_DEPRECATED_ATTRIBUTE void changeDisplayByIndex (int index, bool force)
CC_DEPRECATED_ATTRIBUTE void changeDisplayByName (const std::string &name, bool force)
void changeDisplayWithIndex (int index, bool force)
void changeDisplayWithName (const std::string &name, bool force)
void addChildBone (Bone *child)
 Add a child to this bone, and it will let this child call setParent(Bone *parent) function to set self to it's parent. More...
 
void setParentBone (Bone *parent)
 Set parent bone. More...
 
BonegetParentBone ()
 Get parent bone. More...
 
void removeFromParent (bool recursion)
 Remove itself from its parent. More...
 
void removeChildBone (Bone *bone, bool recursion)
 Removes a child Bone. More...
 
void update (float delta) override
void updateDisplayedColor (const cocos2d::Color3B &parentColor) override
void updateDisplayedOpacity (GLubyte parentOpacity) override
virtual void updateColor () override
 Update color to render display. More...
 
void updateZOrder ()
 Update zorder. More...
 
virtual void setLocalZOrder (int zOrder) override
 LocalZOrder is the 'key' used to sort the node relative to its siblings. More...
 
TweengetTween ()
virtual void setTransformDirty (bool dirty)
virtual bool isTransformDirty ()
virtual kmMat4 getNodeToArmatureTransform () const
virtual kmMat4 getNodeToWorldTransform () const override
 Returns the world affine transform matrix. More...
 
NodegetDisplayRenderNode ()
DisplayType getDisplayRenderNodeType ()
virtual ColliderDetectorgetColliderDetector () const
virtual void setBoneData (BoneData *boneData)
virtual BoneDatagetBoneData () const
virtual void setArmature (Armature *armature)
virtual ArmaturegetArmature () const
virtual void setChildArmature (Armature *childArmature)
virtual ArmaturegetChildArmature () const
virtual DisplayManagergetDisplayManager () const
virtual void setIgnoreMovementBoneData (bool ignore)
virtual bool isIgnoreMovementBoneData () const
virtual
CC_DEPRECATED_ATTRIBUTE bool 
getIgnoreMovementBoneData () const
virtual void setBlendFunc (const cocos2d::BlendFunc &blendFunc)
virtual cocos2d::BlendFunc getBlendFunc (void)
virtual void setBlendDirty (bool dirty)
virtual bool isBlendDirty (void)
virtual FrameDatagetTweenData () const
virtual void setName (const std::string &name)
virtual const std::string getName () const
virtual BaseDatagetWorldInfo () const
- Public Member Functions inherited from Node
virtual bool isRunning () const
 Returns whether or not the node is "running". More...
 
void scheduleUpdateWithPriorityLua (int handler, int priority)
 Schedules for lua script. More...
 
virtual void cleanup ()
 Stops all running actions and schedulers. More...
 
virtual void draw (Renderer *renderer, const kmMat4 &transform, bool transformUpdated)
 Override this method to draw your own node. More...
 
virtual void draw () final
virtual void visit (Renderer *renderer, const kmMat4 &parentTransform, bool parentTransformUpdated)
 Visits this node's children and draw them recursively. More...
 
virtual void visit () final
virtual ScenegetScene ()
 Returns the Scene that contains the Node. More...
 
virtual Rect getBoundingBox () const
 Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE Rect 
boundingBox () const
virtual void setEventDispatcher (EventDispatcher *dispatcher)
virtual EventDispatchergetEventDispatcher () const
void setPhysicsBody (PhysicsBody *body)
 set the PhysicsBody that let the sprite effect with physics More...
 
PhysicsBody * getPhysicsBody () const
 get the PhysicsBody the sprite have More...
 
virtual GLubyte getOpacity () const
virtual GLubyte getDisplayedOpacity () const
virtual void setOpacity (GLubyte opacity)
virtual bool isCascadeOpacityEnabled () const
virtual void setCascadeOpacityEnabled (bool cascadeOpacityEnabled)
virtual const Color3BgetColor (void) const
virtual const Color3BgetDisplayedColor () const
virtual void setColor (const Color3B &color)
virtual bool isCascadeColorEnabled () const
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
virtual void setOpacityModifyRGB (bool bValue)
virtual bool isOpacityModifyRGB () const
virtual
CC_DEPRECATED_ATTRIBUTE void 
setZOrder (int localZOrder)
virtual void _setLocalZOrder (int z)
virtual int getLocalZOrder () const
 Gets the local Z order of this node. More...
 
virtual CC_DEPRECATED_ATTRIBUTE int getZOrder () const
virtual void setGlobalZOrder (float globalZOrder)
 Defines the oder in which the nodes are renderer. More...
 
virtual float getGlobalZOrder () const
 Returns the Node's Global Z Order. More...
 
virtual void setScaleX (float scaleX)
 Sets the scale (x) of the node. More...
 
virtual float getScaleX () const
 Returns the scale factor on X axis of this node. More...
 
virtual void setScaleY (float scaleY)
 Sets the scale (y) of the node. More...
 
virtual float getScaleY () const
 Returns the scale factor on Y axis of this node. More...
 
virtual void setScaleZ (float scaleZ)
 Changes the scale factor on Z axis of this node. More...
 
virtual float getScaleZ () const
 Returns the scale factor on Z axis of this node. More...
 
virtual void setScale (float scale)
 Sets the scale (x,y,z) of the node. More...
 
virtual float getScale () const
 Gets the scale factor of the node, when X and Y have the same scale factor. More...
 
virtual void setScale (float scaleX, float scaleY)
 Sets the scale (x,y) of the node. More...
 
virtual void setPosition (const Point &position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const PointgetPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void setPosition (float x, float y)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void getPosition (float *x, float *y) const
 Gets position in a more efficient way, returns two number instead of a Point object. More...
 
virtual void setPositionX (float x)
 Gets/Sets x or y coordinate individually for position. More...
 
virtual float getPositionX (void) const
virtual void setPositionY (float y)
virtual float getPositionY (void) const
virtual void setPosition3D (const Vertex3F &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
virtual Vertex3F getPosition3D () const
 returns the position (X,Y,Z) in its parent's coordinate system More...
 
virtual void setPositionZ (float positionZ)
 Sets the 'z' coordinate in the position. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setVertexZ (float vertexZ)
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE float 
getVertexZ () const
virtual void setSkewX (float skewX)
 Changes the X skew angle of the node in degrees. More...
 
virtual float getSkewX () const
 Returns the X skew angle of the node in degrees. More...
 
virtual void setSkewY (float skewY)
 Changes the Y skew angle of the node in degrees. More...
 
virtual float getSkewY () const
 Returns the Y skew angle of the node in degrees. More...
 
virtual void setAnchorPoint (const Point &anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const PointgetAnchorPoint () const
 Returns the anchor point in percent. More...
 
virtual const PointgetAnchorPointInPoints () const
 Returns the anchorPoint in absolute pixels. More...
 
virtual void setContentSize (const Size &contentSize)
 Sets the untransformed size of the node. More...
 
virtual const SizegetContentSize () const
 Returns the untransformed size of the node. More...
 
virtual void setVisible (bool visible)
 Sets whether the node is visible. More...
 
virtual bool isVisible () const
 Determines if the node is visible. More...
 
virtual void setRotation (float rotation)
 Sets the rotation (angle) of the node in degrees. More...
 
virtual float getRotation () const
 Returns the rotation of the node in degrees. More...
 
virtual void setRotation3D (const Vertex3F &rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
virtual Vertex3F getRotation3D () const
 returns the rotation (X,Y,Z) in degrees. More...
 
virtual void setRotationSkewX (float rotationX)
 Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setRotationX (float rotationX)
virtual float getRotationSkewX () const
 Gets the X rotation (angle) of the node in degrees which performs a horizontal rotation skew. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE float 
getRotationX () const
virtual void setRotationSkewY (float rotationY)
 Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE void 
setRotationY (float rotationY)
virtual float getRotationSkewY () const
 Gets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE float 
getRotationY () const
void setOrderOfArrival (int orderOfArrival)
 Sets the arrival order when this node has a same ZOrder with other children. More...
 
int getOrderOfArrival () const
 Returns the arrival order, indicates which children is added previously. More...
 
CC_DEPRECATED_ATTRIBUTE void setGLServerState (int serverState)
CC_DEPRECATED_ATTRIBUTE int getGLServerState () const
virtual void ignoreAnchorPointForPosition (bool ignore)
 Sets whether the anchor point will be (0,0) when you position this node. More...
 
virtual bool isIgnoreAnchorPointForPosition () const
 Gets whether the anchor point will be (0,0) when you position this node. More...
 
virtual void addChild (Node *child)
 Adds a child to the container with z-order as 0. More...
 
virtual void addChild (Node *child, int localZOrder)
 Adds a child to the container with a local z-order. More...
 
virtual void addChild (Node *child, int localZOrder, int tag)
 Adds a child to the container with z order and tag. More...
 
virtual NodegetChildByTag (int tag)
 Gets a child from the container with its tag. More...
 
virtual Vector< Node * > & getChildren ()
 Returns the array of the node's children. More...
 
virtual const Vector< Node * > & getChildren () const
virtual ssize_t getChildrenCount () const
 Returns the amount of children. More...
 
virtual void setParent (Node *parent)
 Sets the parent node. More...
 
virtual NodegetParent ()
 Returns a pointer to the parent node. More...
 
virtual const NodegetParent () const
virtual void removeFromParent ()
 Removes this node itself from its parent node with a cleanup. More...
 
virtual void removeFromParentAndCleanup (bool cleanup)
 Removes this node itself from its parent node. More...
 
virtual void removeChild (Node *child, bool cleanup=true)
 Removes a child from the container. More...
 
virtual void removeChildByTag (int tag, bool cleanup=true)
 Removes a child from the container by tag value. More...
 
virtual void removeAllChildren ()
 Removes all children from the container with a cleanup. More...
 
virtual void removeAllChildrenWithCleanup (bool cleanup)
 Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter. More...
 
virtual void reorderChild (Node *child, int localZOrder)
 Reorders a child according to a new z value. More...
 
virtual void sortAllChildren ()
 Sorts the children array once before drawing, instead of every time when a child is added or reordered. More...
 
virtual int getTag () const
 Returns a tag that is used to identify the node easily. More...
 
virtual void setTag (int tag)
 Changes the tag that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual const void * getUserData () const
virtual void setUserData (void *userData)
 Sets a custom user data pointer. More...
 
virtual RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () const
virtual void setUserObject (Ref *userObject)
 Returns a user assigned Object. More...
 
virtual GLProgramgetShaderProgram ()
 Return the shader program currently used for this node. More...
 
virtual const GLProgramgetShaderProgram () const
virtual void setShaderProgram (GLProgram *shaderProgram)
 Sets the shader program for this node. More...
 
virtual void onEnter ()
 Event callback that is invoked every time when Node enters the 'stage'. More...
 
virtual void onEnterTransitionDidFinish ()
 Event callback that is invoked when the Node enters in the 'stage'. More...
 
virtual void onExit ()
 Event callback that is invoked every time the Node leaves the 'stage'. More...
 
virtual void onExitTransitionDidStart ()
 Event callback that is called every time the Node leaves the 'stage'. More...
 
virtual void setActionManager (ActionManager *actionManager)
 Sets the ActionManager object that is used by all actions. More...
 
virtual ActionManagergetActionManager ()
 Gets the ActionManager object that is used by all actions. More...
 
virtual const ActionManagergetActionManager () const
ActionrunAction (Action *action)
 Executes an action, and returns the action that is executed. More...
 
void stopAllActions ()
 Stops and removes all actions from the running action list . More...
 
void stopAction (Action *action)
 Stops and removes an action from the running action list. More...
 
void stopActionByTag (int tag)
 Removes an action from the running action list by its tag. More...
 
ActiongetActionByTag (int tag)
 Gets an action from the running action list by its tag. More...
 
ssize_t getNumberOfRunningActions () const
 Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays). More...
 
CC_DEPRECATED_ATTRIBUTE ssize_t numberOfRunningActions () const
virtual void setScheduler (Scheduler *scheduler)
 Sets a Scheduler object that is used to schedule all "updates" and timers. More...
 
virtual SchedulergetScheduler ()
 Gets a Sheduler object. More...
 
virtual const SchedulergetScheduler () const
bool isScheduled (SEL_SCHEDULE selector)
 Checks whether a selector is scheduled. More...
 
void scheduleUpdate (void)
 Schedules the "update" method. More...
 
void scheduleUpdateWithPriority (int priority)
 Schedules the "update" method with a custom priority. More...
 
void unscheduleUpdate (void)
void schedule (SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
 Schedules a custom selector. More...
 
void schedule (SEL_SCHEDULE selector, float interval)
 Schedules a custom selector with an interval time in seconds. More...
 
void scheduleOnce (SEL_SCHEDULE selector, float delay)
 Schedules a selector that runs only once, with a delay of 0 or larger. More...
 
void schedule (SEL_SCHEDULE selector)
 Schedules a custom selector, the scheduled selector will be ticked every frame. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unscheduleAllSelectors (void)
 Unschedule all scheduled selectors: custom selectors, and the 'update' selector. More...
 
void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
CC_DEPRECATED_ATTRIBUTE void resumeSchedulerAndActions (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
CC_DEPRECATED_ATTRIBUTE void pauseSchedulerAndActions (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const kmMat4 & getNodeToParentTransform () const
 Returns the matrix that transform the node's (local) space coordinates into the parent's space coordinates. More...
 
virtual AffineTransform getNodeToParentAffineTransform () const
virtual void setNodeToParentTransform (const kmMat4 &transform)
 Sets the Transformation matrix manually. More...
 
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToParentTransform () const
virtual const kmMat4 & getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
parentToNodeTransform () const
virtual AffineTransform getNodeToWorldAffineTransform () const
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
nodeToWorldTransform () const
virtual kmMat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
virtual
CC_DEPRECATED_ATTRIBUTE
AffineTransform 
worldToNodeTransform () const
Point convertToNodeSpace (const Point &worldPoint) const
 Converts a Point to node (local) space coordinates. More...
 
Point convertToWorldSpace (const Point &nodePoint) const
 Converts a Point to world space coordinates. More...
 
Point convertToNodeSpaceAR (const Point &worldPoint) const
 Converts a Point to node (local) space coordinates. More...
 
Point convertToWorldSpaceAR (const Point &nodePoint) const
 Converts a local Point to world space coordinates.The result is in Points. More...
 
Point convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Point More...
 
Point convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (kmMat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
ComponentgetComponent (const std::string &pName)
 gets a component by its name More...
 
virtual bool addComponent (Component *pComponent)
 adds a component More...
 
virtual bool removeComponent (const std::string &pName)
 removes a component by its name More...
 
virtual void removeAllComponents ()
 removes all components More...
 
virtual std::string getDescription () const
 Gets the description string. More...
 
- Public Member Functions inherited from Ref
void retain ()
 Retains the ownership. More...
 
void release ()
 Release the ownership immediately. More...
 
Refautorelease ()
 Release the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()

Static Public Member Functions

static Bonecreate ()
 Allocates and initializes a bone. More...
 
static Bonecreate (const std::string &name)
 Allocates and initializes a bone. More...
 
- Static Public Member Functions inherited from Node
static Nodecreate (void)
 Allocates and initializes a node. More...
 

Protected Member Functions

void applyParentTransform (Bone *parent)
- Protected Member Functions inherited from Node
 Node ()
virtual ~Node ()
void childrenAlloc (void)
 lazy allocs More...
 
void insertChild (Node *child, int z)
 helper that reorder a child More...
 
void detachChild (Node *child, ssize_t index, bool doCleanup)
 Removes a child, call child->onExit(), do cleanup, remove it from children array. More...
 
Point convertToWindowSpace (const Point &nodePoint) const
 Convert cocos2d coordinates to UI windows coordinate. More...
 
kmMat4 transform (const kmMat4 &parentTransform)
virtual void updateCascadeOpacity ()
virtual void disableCascadeOpacity ()
virtual void updateCascadeColor ()
virtual void disableCascadeColor ()
- Protected Member Functions inherited from Ref
 Ref ()
 Constructor. More...
 

Protected Attributes

BoneData_boneData
Armature_armature
 A weak reference to the Armature. More...
 
Armature_childArmature
 A weak reference to the child Armature. More...
 
DisplayManager_displayManager
bool _ignoreMovementBoneData
cocos2d::BlendFunc _blendFunc
bool _blendDirty
Tween_tween
FrameData_tweenData
 Calculate tween effect. More...
 
std::string _name
Bone_parentBone
bool _boneTransformDirty
 A weak reference to its parent. More...
 
kmMat4 _worldTransform
 Whether or not transform dirty. More...
 
BaseData_worldInfo
Bone_armatureParentBone
 Armature's parent bone. More...
 
float _dataVersion
 Data version. More...
 
- Protected Attributes inherited from Node
float _rotationX
 rotation on the X-axis More...
 
float _rotationY
 rotation on the Y-axis More...
 
float _rotationZ_X
 rotation angle on Z-axis, component X More...
 
float _rotationZ_Y
 rotation angle on Z-axis, component Y More...
 
float _scaleX
 scaling factor on x-axis More...
 
float _scaleY
 scaling factor on y-axis More...
 
float _scaleZ
 scaling factor on z-axis More...
 
Point _position
 position of the node More...
 
float _positionZ
 OpenGL real Z position. More...
 
float _skewX
 skew angle on x-axis More...
 
float _skewY
 skew angle on y-axis More...
 
Point _anchorPointInPoints
 anchor point in points More...
 
Point _anchorPoint
 anchor point normalized (NOT in points) More...
 
Size _contentSize
 untransformed size of the node More...
 
kmMat4 _modelViewTransform
 ModelView transform of the Node. More...
 
kmMat4 _transform
 transform More...
 
bool _transformDirty
 transform dirty flag More...
 
kmMat4 _inverse
 inverse transform More...
 
bool _inverseDirty
 inverse transform dirty flag More...
 
kmMat4 _additionalTransform
 transform More...
 
bool _useAdditionalTransform
 The flag to check whether the additional transform is dirty. More...
 
bool _transformUpdated
 Whether or not the Transform object was updated since the last frame. More...
 
int _localZOrder
 Local order (relative to its siblings) used to sort the node. More...
 
float _globalZOrder
 Global order used to sort the node. More...
 
Vector< Node * > _children
 array of children nodes More...
 
Node_parent
 weak reference to parent node More...
 
int _tag
 a tag. Can be any number you assigned just to identify this node More...
 
std::string _name
 a string label, an user defined string to identify this node More...
 
void * _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
Ref_userObject
 A user assigned Object. More...
 
GLProgram_shaderProgram
 OpenGL shader. More...
 
int _orderOfArrival
 used to preserve sequence while sorting children with the same localZOrder More...
 
Scheduler_scheduler
 scheduler used to schedule timers and updates More...
 
ActionManager_actionManager
 a pointer to ActionManager singleton, which is used to handle all the actions More...
 
EventDispatcher_eventDispatcher
 event dispatcher used to dispatch all kinds of events More...
 
bool _running
 is running More...
 
bool _visible
 is this node visible More...
 
bool _ignoreAnchorPointForPosition
 true if the Anchor Point will be (0,0) when you position the Node, false otherwise. More...
 
bool _reorderChildDirty
 children order dirty flag More...
 
bool _isTransitionFinished
 flag to indicate whether the transition was finished More...
 
int _scriptHandler
 script handler for onEnter() & onExit(), used in Javascript binding and Lua binding. More...
 
int _updateScriptHandler
 script handler for update() callback per frame, which is invoked from lua & javascript. More...
 
ccScriptType _scriptType
 type of script binding, lua or javascript More...
 
ComponentContainer_componentContainer
 Dictionary of components. More...
 
PhysicsBody * _physicsBody
 the physicsBody the node have More...
 
GLubyte _displayedOpacity
GLubyte _realOpacity
Color3B _displayedColor
Color3B _realColor
bool _cascadeColorEnabled
bool _cascadeOpacityEnabled
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 

Additional Inherited Members

- Static Public Attributes inherited from Node
static const int INVALID_TAG = -1
 Default tag used for all the nodes. More...
 
- Static Protected Attributes inherited from Node
static int s_globalOrderOfArrival

Constructor & Destructor Documentation

Bone ( )
virtual ~Bone ( void  )
virtual

Member Function Documentation

void addChildBone ( Bone child)

Add a child to this bone, and it will let this child call setParent(Bone *parent) function to set self to it's parent.

Parameters
childthe child you want to add
void addDisplay ( DisplayData displayData,
int  index 
)

Add display and use displayData to init the display.

If index already have a display, then replace it. If index is current display index, then also change display to _index

Parameters
displayDatait include the display information, like DisplayType. If you want to create a sprite display, then create a SpriteDisplayData param
indexthe index of the display you want to replace or add to -1 : append display from back
void addDisplay ( cocos2d::Node display,
int  index 
)
void applyParentTransform ( Bone parent)
protected
CC_DEPRECATED_ATTRIBUTE void
changeDisplayByIndex
( int  index,
bool  force 
)
CC_DEPRECATED_ATTRIBUTE void
changeDisplayByName
( const std::string &  name,
bool  force 
)
void changeDisplayWithIndex ( int  index,
bool  force 
)
void changeDisplayWithName ( const std::string &  name,
bool  force 
)
static Bone* create ( )
static

Allocates and initializes a bone.

Returns
A initialized bone which is marked as "autorelease".
static Bone* create ( const std::string &  name)
static

Allocates and initializes a bone.

Parameters
nameIf name is not null, then set name to the bone's name
Returns
A initialized bone which is marked as "autorelease".
virtual Armature* getArmature ( ) const
virtual
virtual cocos2d::BlendFunc
getBlendFunc
( void  )
inlinevirtual
virtual BoneData* getBoneData ( ) const
virtual
virtual Armature* getChildArmature ( ) const
virtual
virtual ColliderDetector*
getColliderDetector
( ) const
virtual
virtual DisplayManager*
getDisplayManager
( ) const
inlinevirtual
Node* getDisplayRenderNode ( )
DisplayType
getDisplayRenderNodeType
( )
virtual
CC_DEPRECATED_ATTRIBUTE bool
getIgnoreMovementBoneData
( ) const
inlinevirtual
virtual const std::string getName ( ) const
inlinevirtual
virtual kmMat4
getNodeToArmatureTransform
( ) const
virtual
virtual kmMat4
getNodeToWorldTransform
( ) const
overridevirtual

Returns the world affine transform matrix.

The matrix is in Pixels.

Reimplemented from Node.

Bone* getParentBone ( )

Get parent bone.

Returns
parent bone
Tween* getTween ( )
virtual FrameData* getTweenData ( ) const
inlinevirtual
virtual BaseData* getWorldInfo ( ) const
inlinevirtual
virtual bool init ( )
overridevirtual

Initializes an empty Bone with nothing init.

Reimplemented from Node.

virtual bool init ( const std::string &  name)
virtual

Initializes a Bone with the specified name.

Parameters
nameBone's name.
virtual bool isBlendDirty ( void  )
inlinevirtual
virtual bool
isIgnoreMovementBoneData
( ) const
inlinevirtual
virtual bool isTransformDirty ( )
inlinevirtual
void removeChildBone ( Bone bone,
bool  recursion 
)

Removes a child Bone.

Parameters
bonethe bone you want to remove
void removeDisplay ( int  index)
void removeFromParent ( bool  recursion)

Remove itself from its parent.

Parameters
recursionwhether or not to remove childBone's display
virtual void setArmature ( Armature armature)
virtual
virtual void setBlendDirty ( bool  dirty)
inlinevirtual
virtual void setBlendFunc ( const cocos2d::BlendFunc blendFunc)
virtual
virtual void setBoneData ( BoneData boneData)
virtual
virtual void setChildArmature ( Armature childArmature)
virtual
virtual void
setIgnoreMovementBoneData
( bool  ignore)
inlinevirtual
virtual void setLocalZOrder ( int  localZOrder)
overridevirtual

LocalZOrder is the 'key' used to sort the node relative to its siblings.

The Node's parent will sort all its children based ont the LocalZOrder value. If two nodes have the same LocalZOrder, then the node that was added first to the children's array will be in front of the other node in the array.

Also, the Scene Graph is traversed using the "In-Order" tree traversal algorithm ( http://en.wikipedia.org/wiki/Tree_traversal#In-order ) And Nodes that have LocalZOder values < 0 are the "left" subtree While Nodes with LocalZOder >=0 are the "right" subtree.

See Also
setGlobalZOrder
setVertexZ

Reimplemented from Node.

virtual void setName ( const std::string &  name)
inlinevirtual
void setParentBone ( Bone parent)

Set parent bone.

If parent is NUll, then also remove this bone from armature. It will not set the Armature, if you want to add the bone to a Armature, you should use Armature::addBone(Bone bone, const char parentName).

Parameters
parentthe parent bone. nullptr : remove this bone from armature
virtual void setTransformDirty ( bool  dirty)
inlinevirtual
void update ( float  delta)
overridevirtual

Reimplemented from Node.

virtual void updateColor ( )
overridevirtual

Update color to render display.

Reimplemented from Node.

void updateDisplayedColor ( const cocos2d::Color3B parentColor)
overridevirtual

Reimplemented from Node.

void updateDisplayedOpacity ( GLubyte  parentOpacity)
overridevirtual

Reimplemented from Node.

void updateZOrder ( )

Update zorder.

Member Data Documentation

Armature* _armature
protected

A weak reference to the Armature.

Bone* _armatureParentBone
protected

Armature's parent bone.

bool _blendDirty
protected
cocos2d::BlendFunc _blendFunc
protected
BoneData* _boneData
protected
bool _boneTransformDirty
protected

A weak reference to its parent.

Armature* _childArmature
protected

A weak reference to the child Armature.

float _dataVersion
protected

Data version.

DisplayManager* _displayManager
protected
bool _ignoreMovementBoneData
protected
std::string _name
protected
Bone* _parentBone
protected
Tween* _tween
protected
FrameData* _tweenData
protected

Calculate tween effect.

Used for making tween effect in every frame

BaseData* _worldInfo
protected
kmMat4 _worldTransform
protected

Whether or not transform dirty.

self Transform, use this to change display's state


The documentation for this class was generated from the following file: