用于 Adobe® Flash® Platform 的 ActionScript® 3.0 参考
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fl.ik 

IKArmature  - AS3 Flash

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fl.accessibility
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AccessibilityImplementation 常量
如何使用 ActionScript 示例
法律声明
fl.ik
public class IKArmature
继承IKArmature Inheritance Object

语言版本: ActionScript 3.0
产品版本: Flash CS4
运行时版本: Flash Player 10, AIR 1.5

IKArmature 类说明反向运动 (IK) 骨架。骨架是片段的集合,这些片段称为“骨骼”,骨骼通过“连接”互相连接。通常将骨架描述成树型或链型结构。骨架可以通过 springsEnabled 属性利用动态物理引擎的弹簧功能和阻尼功能。

因为骨架只能在 Flash 创作工具中创建,所以不应该使用 IKArmature 类的构造函数来创建该类的实例。在 SWF 文件开始运行后,Flash Player 将创建 IKArmature 类的所有实例。通过使用 IKManager 类中的 getArmatureAt()getArmatureByName() 方法,可以创建对骨架的引用。

注意:如果骨架未在场景的第一帧中,请使用 registerElements() 方法来初始化特定 DisplayObject 的骨架。

相关 API 元素



公共属性
 属性由以下参数定义
 Inheritedconstructor : Object
对类对象或给定对象实例的构造函数的引用。
Object
  container : DisplayObjectContainer
[只读] 返回传递到对 registerElements 的调用中的 DisplayObjectContainer。
IKArmature
  name : String
[只读] 骨架的名称。
IKArmature
  rootJoint : IKJoint
[只读] 骨架中的根连接。
IKArmature
  springsEnabled : Boolean
指定是否为骨架启用了弹簧功能。
IKArmature
公共方法
 方法由以下参数定义
  
返回指定的骨骼。
IKArmature
 Inherited
表示对象是否已经定义了指定的属性。
Object
 Inherited
表示 Object 类的实例是否在指定为参数的对象的原型链中。
Object
 Inherited
表示指定的属性是否存在、是否可枚举。
Object
  
为包含骨架的库元件实例激活反向运动 (IK)。
IKArmature
 Inherited
设置循环操作动态属性的可用性。
Object
 Inherited
返回此对象的字符串表示形式,其格式设置遵守区域设置特定的约定。
Object
 Inherited
返回指定对象的字符串表示形式。
Object
 Inherited
返回指定对象的原始值。
Object
属性详细信息

container

属性
container:DisplayObjectContainer  [只读]

语言版本: ActionScript 3.0
运行时版本: Flash Player 10, AIR 1.5

返回传递到对 registerElements 的调用中的 DisplayObjectContainer。



实现
    public function get container():DisplayObjectContainer

name

属性 
name:String  [只读]

语言版本: ActionScript 3.0
产品版本: Flash CS4
运行时版本: Flash Player 10, AIR 1.5

骨架的名称。只能在 Flash 创作工具中指定骨架的名称。



实现
    public function get name():String

示例  ( 如何使用本示例 )
下面的示例显示如何检索文档中第一个骨架的名称:
         import fl.ik.*;
         // Retrieve the first armature and store in variable "arm0"
         var arm0:IKArmature = IKManager.getArmatureAt(0);
         // Trace the name of the first armature
         trace(arm0.name);
         

rootJoint

属性 
rootJoint:IKJoint  [只读]

语言版本: ActionScript 3.0
产品版本: Flash CS4
运行时版本: Flash Player 10, AIR 1.5

骨架中的根连接。每个骨架只包含一个根连接,但可以有多个子连接。可以通过检索根连接并使用 IKJoint 类中的方法从一个连接移动到另一个连接来遍历骨架。



实现
    public function get rootJoint():IKJoint

相关 API 元素


示例  ( 如何使用本示例 )
下面的示例显示如何检索文档中的第一个骨架,并检索该骨架的根连接:
         import fl.ik.*;
         // Retrieve the first armature and store in variable "arm0"
         var arm0:IKArmature = IKManager.getArmatureAt(0);
         // Retrieve the armature's root joint
         var rootJnt:IKJoint = arm0.rootJoint;
         

springsEnabled

属性 
springsEnabled:Boolean

语言版本: ActionScript 3.0
运行时版本: Flash Player 10.1, AIR 1.5

指定是否为骨架启用了弹簧功能。当此值为 true 时,骨架可以利用新的动态物理引擎,该引擎向骨架添加了弹簧和阻尼。默认值为 true。

         myArmature:IKArmature = fl.ik.IKManager.getArmatureAt(0);
         myArmature.springsEnabled = true; // turns springs on
         



实现
    public function get springsEnabled():Boolean
    public function set springsEnabled(value:Boolean):void
方法详细信息

getBoneByName

()方法
public function getBoneByName(targetName:String):IKBone

语言版本: ActionScript 3.0
产品版本: Flash CS4
运行时版本: Flash Player 10, AIR 1.5

返回指定的骨骼。可以在 Flash 创作工具中为每个骨骼分配一个名称。使用此方法可创建对骨骼的引用,以便您可以在运行时操作骨骼。

参数

targetName:String

返回
IKBone — 由 targetName 参数指定的 IKBone 实例。

相关 API 元素


示例  ( 如何使用本示例 )
下面的示例显示如何检索名为“firstBone”的骨骼,并将该骨骼分配给一个名为“bone”的变量:
         import fl.ik.*;
         // Retrieve bone named "firstBone" and store in variable "bone"
         var bone:IKBone = IKArmature.getBoneByName("firstBone");
         

registerElements

()方法 
public function registerElements(container:DisplayObjectContainer):*

语言版本: ActionScript 3.0
产品版本: Flash CS4
运行时版本: Flash Player 10, AIR 1.5

为包含骨架的库元件实例激活反向运动 (IK)。包含骨架并在运行时进行实例化的库 MovieClip 必须调用此方法才能激活运行时反向运动效果。

注意:如果骨架不在第一个场景的第一帧中,则必须调用此方法。

参数

container:DisplayObjectContainer — 对舞台的引用,可通过当前位于显示列表中的任何 DisplayObject 的 stage 属性进行访问。

返回
*

示例  ( 如何使用本示例 )
下面的示例显示如何对在运行时进行实例化的库元件激活反向运动。库元件是一个包含骨架的名为“IKPerson”的 MovieClip。
         import fl.ik.*;
         // Add a Library Symbol named "IKPerson"
         // that contains an armature.
         // The symbol must be marked "Export for ActionScript"
         var myPerson:IKPerson = new IKPerson();
         
         // add MovieClip to display list
         addChild(myPerson);
         
         // The IKPerson MovieClip contains an IK Armature with the name
         // "Armature_Person" and marked as Runtime Armature instead of Authortime Armature
         var myArmature:IKArmature = IKManager.getArmatureByName("Armature_Person");
         
         // Allow armature to perform inverse kinematic
         // movement at run time
         myArmature.registerElements(stage);
         
         // Allow user to track armature and perform
         // IK movement with the mouse
         IKManager.trackIKArmature(myArmature, true);
         

下面的示例显示如何使用 registerElements() 方法来初始化不在场景的第一帧中的骨架。若要初始化某个骨架,请将以下代码附加到包含该骨架的第一帧:

         import fl.ik.*;
         var arm:IKArmature = IKManager.getArmatureAt(0);
         arm.registerElements(stage);
         




[ X ]为什么显示为英语?
《ActionScript 3.0 参考》中的内容以英语显示

《ActionScript 3.0 参考》中的部分内容未翻译成所有语言。当某个语言元素未翻译时,将显示为英语。例如,ga.controls.HelpBox 类未翻译成任何语言。因此在简体中文版的参考中,ga.controls.HelpBox 类显示为英语。