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Bone Class Reference

#include <CCBone.h>

Inheritance diagram for Bone:
Node Ref

Public Member Functions

 Bone ()
 ctor More...
 
virtual ~Bone (void)
 NA NA More...
 
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)
 
void changeDisplayByIndex (int index, bool force)
 
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 cocos2d::Mat4 getNodeToArmatureTransform () const
 
virtual cocos2d::Mat4 getNodeToWorldTransform () const override
 Returns the world affine transform matrix. More...
 
cocos2d::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)
 NA More...
 
virtual bool isIgnoreMovementBoneData () const
 
virtual 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 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 Mat4 &transform, uint32_t flags)
 Override this method to draw your own node. More...
 
virtual void draw () final
 
virtual void visit (Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
 Visits this node's children and draw them recursively. More...
 
virtual void visit () final
 
virtual ScenegetScene () const
 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 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...
 
PhysicsBodygetPhysicsBody () const
 get the PhysicsBody the sprite have More...
 
void removeFromPhysicsWorld ()
 remove this node from physics world. 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 () const
 
virtual const Color3BgetDisplayedColor () const
 
virtual void setColor (const Color3B &color)
 
virtual bool isCascadeColorEnabled () const
 
virtual void setCascadeColorEnabled (bool cascadeColorEnabled)
 
virtual void setOpacityModifyRGB (bool value)
 
virtual bool isOpacityModifyRGB () const
 
void setOnEnterCallback (const std::function< void()> &callback)
 
const std::function< void()> & getOnEnterCallback () const
 
void setOnExitCallback (const std::function< void()> &callback)
 
const std::function< void()> & getOnExitCallback () const
 
void setonEnterTransitionDidFinishCallback (const std::function< void()> &callback)
 
const std::function< void()> & getonEnterTransitionDidFinishCallback () const
 
void setonExitTransitionDidStartCallback (const std::function< void()> &callback)
 
const std::function< void()> & getonExitTransitionDidStartCallback () const
 
unsigned short getCameraMask () const
 get & set camera mask, the node is visible by the camera whose camera flag & node's camera mask is true More...
 
void setCameraMask (unsigned short mask, bool applyChildren=true)
 
virtual ~Node ()
 
virtual void setZOrder (int localZOrder)
 
virtual void _setLocalZOrder (int z)
 
virtual int getLocalZOrder () const
 Gets the local Z order of this node. More...
 
virtual 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 Vec2 &position)
 Sets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual void setNormalizedPosition (const Vec2 &position)
 Sets the position (x,y) using values between 0 and 1. More...
 
virtual const Vec2getPosition () const
 Gets the position (x,y) of the node in its parent's coordinate system. More...
 
virtual const Vec2getNormalizedPosition () const
 returns the normalized position 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 Vec2 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 Vec3 &position)
 Sets the position (X, Y, and Z) in its parent's coordinate system. More...
 
virtual Vec3 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 void setVertexZ (float vertexZ)
 
virtual float getPositionZ () const
 Gets position Z coordinate of this node. More...
 
virtual 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 Vec2 &anchorPoint)
 Sets the anchor point in percent. More...
 
virtual const Vec2getAnchorPoint () const
 Returns the anchor point in percent. More...
 
virtual const Vec2getAnchorPointInPoints () 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 Vec3 &rotation)
 Sets the rotation (X,Y,Z) in degrees. More...
 
virtual Vec3 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 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 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 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 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...
 
void setGLServerState (int serverState)
 
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 void addChild (Node *child, int localZOrder, const std::string &name)
 Adds a child to the container with z order and tag. More...
 
virtual NodegetChildByTag (int tag) const
 Gets a child from the container with its tag. More...
 
virtual NodegetChildByName (const std::string &name) const
 Gets a child from the container with its name. More...
 
template<typename T >
getChildByName (const std::string &name) const
 Gets a child from the container with its name that can be cast to Type T. More...
 
virtual void enumerateChildren (const std::string &name, std::function< bool(Node *node)> callback) const
 Search the children of the receiving node to perform processing for nodes which share a name. 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 removeChildByName (const std::string &name, 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 std::string getName () const
 Returns a string that is used to identify the node. More...
 
virtual void setName (const std::string &name)
 Changes the name that is used to identify the node easily. More...
 
virtual void * getUserData ()
 Returns a custom user data pointer. More...
 
virtual const void * getUserData () const
 NA NA More...
 
virtual void setUserData (void *userData)
 Sets a custom user data pointer. More...
 
virtual RefgetUserObject ()
 Returns a user assigned Object. More...
 
virtual const RefgetUserObject () const
 NA NA More...
 
virtual void setUserObject (Ref *userObject)
 Returns a user assigned Object. More...
 
GLProgramgetGLProgram () const
 Return the GLProgram (shader) currently used for this node. More...
 
GLProgramgetShaderProgram () const
 
GLProgramStategetGLProgramState () const
 
virtual void setGLProgramState (GLProgramState *glProgramState)
 
virtual void setGLProgram (GLProgram *glprogram)
 Sets the shader program for this node. More...
 
void setShaderProgram (GLProgram *glprogram)
 
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...
 
void stopAllActionsByTag (int tag)
 Removes all actions 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...
 
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...
 
bool isScheduled (const std::string &key)
 Checks whether a lambda function 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 scheduleOnce (const std::function< void(float)> &callback, float delay, const std::string &key)
 Schedules a lambda function 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 schedule (const std::function< void(float)> &callback, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, const std::string &key)
 Schedules a lambda function. More...
 
void schedule (const std::function< void(float)> &callback, float interval, unsigned int repeat, float delay, const std::string &key)
 Schedules a lambda function. More...
 
void unschedule (SEL_SCHEDULE selector)
 Unschedules a custom selector. More...
 
void unschedule (const std::string &key)
 Unschedules a lambda function. More...
 
void unscheduleAllCallbacks ()
 Unschedule all scheduled selectors and lambda functions: custom selectors, and the 'update' selector and lambda functions Actions are not affected by this method. More...
 
void unscheduleAllSelectors ()
 
virtual void resume (void)
 Resumes all scheduled selectors, actions and event listeners. More...
 
virtual void pause (void)
 Pauses all scheduled selectors, actions and event listeners. More...
 
void resumeSchedulerAndActions ()
 Resumes all scheduled selectors, actions and event listeners. More...
 
void pauseSchedulerAndActions ()
 Pauses all scheduled selectors, actions and event listeners. More...
 
virtual void updateTransform ()
 Calls children's updateTransform() method recursively. More...
 
virtual const Mat4getNodeToParentTransform () 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 Mat4 &transform)
 Sets the Transformation matrix manually. More...
 
virtual AffineTransform nodeToParentTransform () const
 
virtual const Mat4getParentToNodeTransform () const
 Returns the matrix that transform parent's space coordinates to the node's (local) space coordinates. More...
 
virtual AffineTransform getParentToNodeAffineTransform () const
 
virtual AffineTransform parentToNodeTransform () const
 
virtual AffineTransform getNodeToWorldAffineTransform () const
 
virtual AffineTransform nodeToWorldTransform () const
 
virtual Mat4 getWorldToNodeTransform () const
 Returns the inverse world affine transform matrix. More...
 
virtual AffineTransform getWorldToNodeAffineTransform () const
 
virtual AffineTransform worldToNodeTransform () const
 
Vec2 convertToNodeSpace (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpace (const Vec2 &nodePoint) const
 Converts a Vec2 to world space coordinates. More...
 
Vec2 convertToNodeSpaceAR (const Vec2 &worldPoint) const
 Converts a Vec2 to node (local) space coordinates. More...
 
Vec2 convertToWorldSpaceAR (const Vec2 &nodePoint) const
 Converts a local Vec2 to world space coordinates.The result is in Points. More...
 
Vec2 convertTouchToNodeSpace (Touch *touch) const
 convenience methods which take a Touch instead of Vec2 More...
 
Vec2 convertTouchToNodeSpaceAR (Touch *touch) const
 converts a Touch (world coordinates) into a local coordinate. More...
 
void setAdditionalTransform (Mat4 *additionalTransform)
 Sets an additional transform matrix to the node. More...
 
void setAdditionalTransform (const AffineTransform &additionalTransform)
 
ComponentgetComponent (const std::string &name)
 gets a component by its name More...
 
virtual bool addComponent (Component *component)
 adds a component More...
 
virtual bool removeComponent (const std::string &name)
 removes a component by its name More...
 
virtual bool removeComponent (Component *component)
 removes a component by its pointer 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 ()
 Releases the ownership immediately. More...
 
Refautorelease ()
 Releases the ownership sometime soon automatically. More...
 
unsigned int getReferenceCount () const
 Returns the Ref's current reference count. More...
 
virtual ~Ref ()
 NA NA More...
 

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 ()
 Allocates and initializes a node. More...
 

Protected Member Functions

void applyParentTransform (Bone *parent)
 
- Protected Member Functions inherited from 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...
 
Vec2 convertToWindowSpace (const Vec2 &nodePoint) const
 Convert cocos2d coordinates to UI windows coordinate. More...
 
Mat4 transform (const Mat4 &parentTransform)
 
uint32_t processParentFlags (const Mat4 &parentTransform, uint32_t parentFlags)
 
virtual void updateCascadeOpacity ()
 
virtual void disableCascadeOpacity ()
 
virtual void updateCascadeColor ()
 
virtual void disableCascadeColor ()
 
bool doEnumerate (std::string name, std::function< bool(Node *)> callback) const
 
bool doEnumerateRecursive (const Node *node, const std::string &name, std::function< bool(Node *)> callback) const
 
bool isVisitableByVisitingCamera () const
 
void updatePhysicsBodyTransform (Scene *layer)
 
virtual void updatePhysicsBodyPosition (Scene *layer)
 
virtual void updatePhysicsBodyRotation (Scene *layer)
 
virtual void updatePhysicsBodyScale (Scene *scene)
 
- 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...
 
Bone_parentBone
 
bool _boneTransformDirty
 A weak reference to its parent. More...
 
cocos2d::Mat4 _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...
 
Vec2 _position
 position of the node More...
 
float _positionZ
 OpenGL real Z position. More...
 
Vec2 _normalizedPosition
 
bool _usingNormalizedPosition
 
bool _normalizedPositionDirty
 
float _skewX
 skew angle on x-axis More...
 
float _skewY
 skew angle on y-axis More...
 
Vec2 _anchorPointInPoints
 anchor point in points More...
 
Vec2 _anchorPoint
 anchor point normalized (NOT in points) More...
 
Size _contentSize
 untransformed size of the node More...
 
bool _contentSizeDirty
 whether or not the contentSize is dirty More...
 
Mat4 _modelViewTransform
 ModelView transform of the Node. More...
 
Mat4 _transform
 transform More...
 
bool _transformDirty
 transform dirty flag More...
 
Mat4 _inverse
 inverse transform More...
 
bool _inverseDirty
 inverse transform dirty flag More...
 
Mat4 _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...
 
size_t _hashOfName
 hash value of _name, used for speed in getChildByName More...
 
void * _userData
 A user assingned void pointer, Can be point to any cpp object. More...
 
Ref_userObject
 A user assigned Object. More...
 
GLProgramState_glProgramState
 OpenGL Program State. 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 Vec2 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...
 
ComponentContainer_componentContainer
 Dictionary of components. More...
 
PhysicsBody_physicsBody
 the physicsBody the node have More...
 
float _physicsScaleStartX
 the scale x value when setPhysicsBody More...
 
float _physicsScaleStartY
 the scale y value when setPhysicsBody More...
 
GLubyte _displayedOpacity
 
GLubyte _realOpacity
 
Color3B _displayedColor
 
Color3B _realColor
 
bool _cascadeColorEnabled
 
bool _cascadeOpacityEnabled
 
unsigned short _cameraMask
 
std::function< void()> _onEnterCallback
 
std::function< void()> _onExitCallback
 
std::function< void()> _onEnterTransitionDidFinishCallback
 
std::function< void()> _onExitTransitionDidStartCallback
 
- Protected Attributes inherited from Ref
unsigned int _referenceCount
 count of references More...
 

Additional Inherited Members

- Public Types inherited from Node
enum  { FLAGS_TRANSFORM_DIRTY = (1 << 0), FLAGS_CONTENT_SIZE_DIRTY = (1 << 1), FLAGS_DIRTY_MASK = (FLAGS_TRANSFORM_DIRTY | FLAGS_CONTENT_SIZE_DIRTY) }
 
- Public Attributes inherited from Node
CC_CONSTRUCTOR_ACCESS __pad0__: Node()
 
- 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 ( )

ctor

virtual ~Bone ( void  )
virtual

NA NA

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
void changeDisplayByIndex ( int  index,
bool  force 
)
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
cocos2d::Node* getDisplayRenderNode ( )
DisplayType getDisplayRenderNodeType ( )
virtual bool getIgnoreMovementBoneData ( ) const
inlinevirtual
virtual cocos2d::Mat4 getNodeToArmatureTransform ( ) const
virtual
virtual cocos2d::Mat4 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

NA

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.

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
Bone* _parentBone
protected
Tween* _tween
protected
FrameData* _tweenData
protected

Calculate tween effect.

Used for making tween effect in every frame

BaseData* _worldInfo
protected
cocos2d::Mat4 _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: