godot/doc/classes/Skeleton.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Skeleton" inherits="Spatial" category="Core" version="3.1">
<brief_description>
Skeleton for characters and animated objects.
</brief_description>
<description>
Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see [Animation]). Skeleton will support rag doll dynamics in the future.
The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose.
Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="add_bone">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Add a bone, with name "name". [method get_bone_count] will become the bone index.
</description>
</method>
<method name="bind_child_node_to_bone">
<return type="void">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<argument index="1" name="node" type="Node">
</argument>
<description>
Deprecated soon.
</description>
</method>
<method name="clear_bones">
<return type="void">
</return>
<description>
Clear all the bones in this skeleton.
</description>
</method>
<method name="find_bone" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Return the bone index that matches "name" as its name.
</description>
</method>
<method name="get_bone_count" qualifiers="const">
<return type="int">
</return>
<description>
Return the amount of bones in the skeleton.
</description>
</method>
<method name="get_bone_custom_pose" qualifiers="const">
<return type="Transform">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<description>
Return the custom pose of the specified bone. Custom pose is applied on top of the rest pose.
</description>
</method>
<method name="get_bone_global_pose" qualifiers="const">
<return type="Transform">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<description>
Return the overall transform of the specified bone, with respect to the skeleton. Being relative to the skeleton frame, this is not the actual "global" transform of the bone.
</description>
</method>
<method name="get_bone_name" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<description>
Return the name of the bone at index "index".
</description>
</method>
<method name="get_bone_parent" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<description>
Return the bone index which is the parent of the bone at "bone_idx". If -1, then bone has no parent. Note that the parent bone returned will always be less than "bone_idx".
</description>
</method>
<method name="get_bone_pose" qualifiers="const">
<return type="Transform">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<description>
Return the pose transform of the specified bone. Pose is applied on top of the custom pose, which is applied on top the rest pose.
</description>
</method>
<method name="get_bone_rest" qualifiers="const">
<return type="Transform">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<description>
Return the rest transform for a bone "bone_idx".
</description>
</method>
<method name="get_bone_transform" qualifiers="const">
<return type="Transform">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<description>
Return the combination of custom pose and pose. The returned transform is in skeleton's reference frame.
</description>
</method>
<method name="get_bound_child_nodes_to_bone" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<description>
Deprecated soon.
</description>
</method>
<method name="is_bone_rest_disabled" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<description>
</description>
</method>
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<method name="physical_bones_add_collision_exception">
<return type="void">
</return>
<argument index="0" name="exception" type="RID">
</argument>
<description>
</description>
</method>
<method name="physical_bones_remove_collision_exception">
<return type="void">
</return>
<argument index="0" name="exception" type="RID">
</argument>
<description>
</description>
</method>
<method name="physical_bones_start_simulation">
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<return type="void">
</return>
<argument index="0" name="bones" type="Array" default="[ ]">
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</argument>
<description>
</description>
</method>
<method name="physical_bones_stop_simulation">
<return type="void">
</return>
<description>
</description>
</method>
<method name="set_bone_custom_pose">
<return type="void">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<argument index="1" name="custom_pose" type="Transform">
</argument>
<description>
</description>
</method>
<method name="set_bone_disable_rest">
<return type="void">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<argument index="1" name="disable" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_bone_global_pose">
<return type="void">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<argument index="1" name="pose" type="Transform">
</argument>
<description>
</description>
</method>
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<method name="set_bone_ignore_animation">
<return type="void">
</return>
<argument index="0" name="bone" type="int">
</argument>
<argument index="1" name="ignore" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_bone_parent">
<return type="void">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<argument index="1" name="parent_idx" type="int">
</argument>
<description>
Set the bone index "parent_idx" as the parent of the bone at "bone_idx". If -1, then bone has no parent. Note: "parent_idx" must be less than "bone_idx".
</description>
</method>
<method name="set_bone_pose">
<return type="void">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<argument index="1" name="pose" type="Transform">
</argument>
<description>
Return the pose transform for bone "bone_idx".
</description>
</method>
<method name="set_bone_rest">
<return type="void">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<argument index="1" name="rest" type="Transform">
</argument>
<description>
Set the rest transform for bone "bone_idx"
</description>
</method>
<method name="unbind_child_node_from_bone">
<return type="void">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<argument index="1" name="node" type="Node">
</argument>
<description>
Deprecated soon.
</description>
</method>
<method name="unparent_bone_and_rest">
<return type="void">
</return>
<argument index="0" name="bone_idx" type="int">
</argument>
<description>
</description>
</method>
</methods>
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<members>
<member name="bones_in_world_transform" type="bool" setter="set_use_bones_in_world_transform" getter="is_using_bones_in_world_transform">
</member>
</members>
<constants>
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<constant name="NOTIFICATION_UPDATE_SKELETON" value="50">
</constant>
</constants>
</class>