<?xml version="1.0" encoding="UTF-8" ?> <class name="SkeletonModification3D" inherits="Resource" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A resource that operates on bones in a [Skeleton3D]. </brief_description> <description> This resource provides an interface that can be expanded so code that operates on bones in a [Skeleton3D] can be mixed and matched together to create complex interactions. This is used to provide Godot with a flexible and powerful Inverse Kinematics solution that can be adapted for many different uses. </description> <tutorials> </tutorials> <methods> <method name="_execute" qualifiers="virtual"> <return type="void" /> <param index="0" name="delta" type="float" /> <description> Executes the given modification. This is where the modification performs whatever function it is designed to do. </description> </method> <method name="_setup_modification" qualifiers="virtual"> <return type="void" /> <param index="0" name="modification_stack" type="SkeletonModificationStack3D" /> <description> Sets up the modification so it can be executed. This function should be called automatically by the [SkeletonModificationStack3D] containing this modification. If you need to initialize a modification before use, this is the place to do it! </description> </method> <method name="clamp_angle"> <return type="float" /> <param index="0" name="angle" type="float" /> <param index="1" name="min" type="float" /> <param index="2" name="max" type="float" /> <param index="3" name="invert" type="bool" /> <description> Takes a angle and clamps it so it is within the passed-in [param min] and [param max] range. [param invert] will inversely clamp the angle, clamping it to the range outside of the given bounds. </description> </method> <method name="get_is_setup" qualifiers="const"> <return type="bool" /> <description> Returns whether this modification has been successfully setup or not. </description> </method> <method name="get_modification_stack"> <return type="SkeletonModificationStack3D" /> <description> Returns the [SkeletonModificationStack3D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on. </description> </method> <method name="set_is_setup"> <return type="void" /> <param index="0" name="is_setup" type="bool" /> <description> Manually allows you to set the setup state of the modification. This function should only rarely be used, as the [SkeletonModificationStack3D] the modification is bound to should handle setting the modification up. </description> </method> </methods> <members> <member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="true"> When true, the modification's [method _execute] function will be called by the [SkeletonModificationStack3D]. </member> <member name="execution_mode" type="int" setter="set_execution_mode" getter="get_execution_mode" default="0"> The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only available in certain execution modes. </member> </members> </class>