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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "AnimationTree" inherits= "Node" version= "4.0" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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A node to be used for advanced animation transitions in an [AnimationPlayer].
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</brief_description>
<description >
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A node to be used for advanced animation transitions in an [AnimationPlayer].
[b]Note:[/b] When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
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</description>
<tutorials >
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<link title= "Using AnimationTree" > $DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link title= "Third Person Shooter Demo" > https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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<methods >
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<method name= "_post_process_key_value" qualifiers= "virtual const" >
<return type= "Variant" />
<param index= "0" name= "animation" type= "Animation" />
<param index= "1" name= "track" type= "int" />
<param index= "2" name= "value" type= "Variant" />
<param index= "3" name= "object" type= "Object" />
<param index= "4" name= "object_idx" type= "int" />
<description >
A virtual function for processing after key getting during playback.
</description>
</method>
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<method name= "advance" >
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<return type= "void" />
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<param index= "0" name= "delta" type= "float" />
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<description >
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Manually advance the animations by the specified time (in seconds).
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</description>
</method>
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<method name= "get_root_motion_position" qualifiers= "const" >
<return type= "Vector3" />
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<description >
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Retrieve the motion of position with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].
See also [member root_motion_track] and [RootMotionView].
The most basic example is applying position to [CharacterBody3D]:
[codeblocks]
[gdscript]
var current_rotation: Quaternion
func _process(delta):
if Input.is_action_just_pressed("animate"):
current_rotation = get_quaternion()
state_machine.travel("Animate")
var velocity: Vector3 = current_rotation * animation_tree.get_root_motion_position() / delta
set_velocity(velocity)
move_and_slide()
[/gdscript]
[/codeblocks]
</description>
</method>
<method name= "get_root_motion_rotation" qualifiers= "const" >
<return type= "Quaternion" />
<description >
Retrieve the motion of rotation with the [member root_motion_track] as a [Quaternion] that can be used elsewhere.
If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].
See also [member root_motion_track] and [RootMotionView].
The most basic example is applying rotation to [CharacterBody3D]:
[codeblocks]
[gdscript]
func _process(delta):
if Input.is_action_just_pressed("animate"):
state_machine.travel("Animate")
set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
[/gdscript]
[/codeblocks]
</description>
</method>
<method name= "get_root_motion_scale" qualifiers= "const" >
<return type= "Vector3" />
<description >
Retrieve the motion of scale with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].
See also [member root_motion_track] and [RootMotionView].
The most basic example is applying scale to [CharacterBody3D]:
[codeblocks]
[gdscript]
var current_scale: Vector3 = Vector3(1, 1, 1)
var scale_accum: Vector3 = Vector3(1, 1, 1)
func _process(delta):
if Input.is_action_just_pressed("animate"):
current_scale = get_scale()
scale_accum = Vector3(1, 1, 1)
state_machine.travel("Animate")
scale_accum += animation_tree.get_root_motion_scale()
set_scale(current_scale * scale_accum)
[/gdscript]
[/codeblocks]
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</description>
</method>
</methods>
<members >
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<member name= "active" type= "bool" setter= "set_active" getter= "is_active" default= "false" >
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If [code]true[/code], the [AnimationTree] will be processing.
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</member>
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<member name= "advance_expression_base_node" type= "NodePath" setter= "set_advance_expression_base_node" getter= "get_advance_expression_base_node" default= "NodePath(".")" >
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The path to the [Node] used to evaluate the AnimationNode [Expression] if one is not explicitly specified internally.
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</member>
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<member name= "anim_player" type= "NodePath" setter= "set_animation_player" getter= "get_animation_player" default= "NodePath("")" >
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The path to the [AnimationPlayer] used for animating.
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</member>
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<member name= "audio_max_polyphony" type= "int" setter= "set_audio_max_polyphony" getter= "get_audio_max_polyphony" default= "32" >
The number of possible simultaneous sounds for each of the assigned AudioStreamPlayers.
For example, if this value is [code]32[/code] and the animation has two audio tracks, the two [AudioStreamPlayer]s assigned can play simultaneously up to [code]32[/code] voices each.
</member>
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<member name= "process_callback" type= "int" setter= "set_process_callback" getter= "get_process_callback" enum= "AnimationTree.AnimationProcessCallback" default= "1" >
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The process mode of this [AnimationTree]. See [enum AnimationProcessCallback] for available modes.
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</member>
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<member name= "root_motion_track" type= "NodePath" setter= "set_root_motion_track" getter= "get_root_motion_track" default= "NodePath("")" >
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The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
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If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be canceled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale] and [RootMotionView].
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</member>
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<member name= "tree_root" type= "AnimationNode" setter= "set_tree_root" getter= "get_tree_root" >
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The root animation node of this [AnimationTree]. See [AnimationNode].
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</member>
</members>
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<signals >
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<signal name= "animation_finished" >
<param index= "0" name= "anim_name" type= "StringName" />
<description >
Notifies when an animation finished playing.
[b]Note:[/b] This signal is not emitted if an animation is looping or aborted. Also be aware of the possibility of unseen playback by sync and xfade.
</description>
</signal>
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<signal name= "animation_player_changed" >
<description >
Emitted when the [member anim_player] is changed.
</description>
</signal>
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<signal name= "animation_started" >
<param index= "0" name= "anim_name" type= "StringName" />
<description >
Notifies when an animation starts playing.
[b]Note:[/b] This signal is not emitted if an animation is looping or playbacked from the middle. Also be aware of the possibility of unseen playback by sync and xfade.
</description>
</signal>
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</signals>
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<constants >
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<constant name= "ANIMATION_PROCESS_PHYSICS" value= "0" enum= "AnimationProcessCallback" >
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The animations will progress during the physics frame (i.e. [method Node._physics_process]).
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</constant>
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<constant name= "ANIMATION_PROCESS_IDLE" value= "1" enum= "AnimationProcessCallback" >
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The animations will progress during the idle frame (i.e. [method Node._process]).
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</constant>
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<constant name= "ANIMATION_PROCESS_MANUAL" value= "2" enum= "AnimationProcessCallback" >
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The animations will only progress manually (see [method advance]).
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</constant>
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</constants>
</class>