dragonbones library
Classes
- ActionData
- @private
- ActionFrame
- @private
- ActionTimelineState
- @internal
- ActionType
- @private
- AlphaTimelineState
- @internal
- Animation
-
- The animation player is used to play the animation data and manage the animation states.
- AnimationBlendType
- @private
- AnimationConfig
- @private
- AnimationData
- @private
- AnimationFadeOutMode
- @private
- AnimationState
-
- The animation state is generated when the animation data is played.
- AnimationTimelineData
- @private
- Armature
-
- Armature is the core of the skeleton animation system.
- ArmatureData
- @private
- ArmatureDisplayData
- @private
- ArmatureType
- @private
- BaseFactory
- Factory that turns parsed DragonBonesData into runnable Armatures.
- BaseObject
- Base class for pooled objects in the upstream runtime.
- BinaryOffset
- @private
- BlendMode
- @private
- BlendState
- @internal
- Bone
-
- 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. An armature can contain multiple bones.
- BoneAllTimelineState
- @internal
- BoneData
- @private
- BoneRotateTimelineState
- @internal
- BoneScaleTimelineState
- @internal
- BoneTranslateTimelineState
- @internal
- BoneType
- @private
- BoundingBoxData
- @private
- BoundingBoxDisplayData
- @private
- BoundingBoxType
- @private
- BuildArmaturePackage
- @private
- CanvasData
- @private
- ColorTransform
- Color transform (multipliers + offsets).
- Constraint
- @private
- ConstraintData
- @private
- ConstraintType
- @private
- DataParser
- @private
- DeformTimelineState
- @internal
- DisplayData
- @private
- DisplayFrame
- @private
- DisplayType
- @private
- DoubleValueTimelineState
- @internal
- DragonBones
- The runtime singleton. Only the pieces needed by milestone 1 are ported.
- DragonBonesData
-
- The DragonBones data. A DragonBones data contains multiple armature data. @see dragonBones.ArmatureData @version DragonBones 3.0
- EllipseBoundingBoxData
- @private
- EventObject
-
- The properties of the object carry basic information about an event, which are passed as parameter (or parameter's parameter) to event listeners when an event occurs.
- FrameValueType
- @private
- GeometryData
- @private
- HeadlessArmatureDisplay
- Minimal IArmatureProxy with no rendering attached.
- HeadlessDisplay
- Stand-in for an engine's bitmap/mesh object. Never drawn — it exists so the slot machinery (which branches on the display being non-null) runs normally.
- HeadlessFactory
- Concrete BaseFactory that builds HeadlessSlots and drives a private DragonBones instance — no engine, no textures, no drawing.
- HeadlessSlot
- A Slot with every engine-side render hook stubbed out.
- HeadlessTextureAtlasData
- @internal
- HeadlessTextureData
- @internal
- IAnimatable
-
- The clock every armature of a hub is attached to, ported from
.ref/dragonBones-ts/animation/WorldClock.ts. - The clock every armature of a hub is attached to, ported from
- IArmatureProxy
-
- An interface that the engine binding implements so the armature can communicate with the display container.
- IEventDispatcher
-
- The event dispatcher interface.
- IKConstraint
- @internal
- IKConstraintData
- @private
- ImageDisplayData
- @private
- Matrix
-
2D transform matrix (faithful port of
geom/Matrix.ts). - MeshDisplayData
- @private
- MeshGeometry
- A triangle mesh posed for one frame, in the armature's coordinate space.
- MutilpleValueTimelineState
- @internal
- ObjectDataParser
- @private
- OffsetMode
- @private
- PathConstraintData
- @private
- PathDisplayData
- @private
- Point
- 2D point.
- PolygonBoundingBoxData
- @private
- PositionMode
- @private
- Rectangle
- Rectangle.
- RectangleBoundingBoxData
- @private
- RotateMode
- @private
- SingleValueTimelineState
- @internal
- SkinData
- @private
- Slot
-
- The slot attached to the armature, controls the display status and properties of the display object. A bone can contain multiple slots.
- SlotColorTimelineState
- @internal
- SlotData
- @private
- SlotDisplayTimelineState
- @internal
- SlotDrawData
- One thing to draw for one slot at the armature's current pose.
- SlotZIndexTimelineState
- @internal
- SpacingMode
- @private
- Surface
-
- A surface deform bone (milestone 2 placeholder: the vertex/deform math is not ported; only the pieces referenced by Bone are provided so the compilation unit is complete). Surface bones are never built for the milestone-1 fixtures.
- SurfaceData
- @private
- TextureAtlasData
- @private
- TextureData
- @private
- TimelineData
- @private
- TimelineState
- @internal
- TimelineType
- @private
- Transform
-
2D transform (faithful port of
geom/Transform.ts). - TransformObject
-
- The base class of the transform object.
- TweenTimelineState
- @internal
- TweenType
- @private
- UserData
- @private
- WeightData
- @private
- WorldClock
- ZOrderTimelineState
- @internal
Extensions
- ArmatureDrawList on Armature
- Builds the ordered draw list for the armature's current pose.
- MeshGeometryArrays on GeometryData
- Read-only view over the shared mesh arrays that back a GeometryData.
Functions
-
buildMeshGeometry(
{required GeometryData geometry, required List< Bone?> bones, required List<double> deformVertices, required double scale}) → MeshGeometry? - Resolves the posed vertices of a mesh display.