mirror of
https://github.com/godotengine/godot
synced 2024-11-05 16:53:09 +00:00
1c1524a651
Can't stop, won't stop, they said, huh?
58 lines
3.1 KiB
XML
58 lines
3.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="BoneAttachment3D" inherits="Node3D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
A node that will attach to a bone.
|
|
</brief_description>
|
|
<description>
|
|
This node will allow you to select a bone for this node to attach to. The BoneAttachment3D node can copy the transform of the select bone, or can override the transform of the selected bone.
|
|
The BoneAttachment3D node must either be a child of a [Skeleton3D] node or be given an external [Skeleton3D] to use in order to function properly.
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="get_external_skeleton" qualifiers="const">
|
|
<return type="NodePath" />
|
|
<description>
|
|
Returns the [NodePath] to the external [Skeleton3D] node, if one has been set.
|
|
</description>
|
|
</method>
|
|
<method name="get_use_external_skeleton" qualifiers="const">
|
|
<return type="bool" />
|
|
<description>
|
|
Returns whether the BoneAttachment3D node is using an external [Skeleton3D] rather than attempting to use its parent node as the [Skeleton3D].
|
|
</description>
|
|
</method>
|
|
<method name="on_bone_pose_update">
|
|
<return type="void" />
|
|
<param index="0" name="bone_index" type="int" />
|
|
<description>
|
|
A function that is called automatically when the [Skeleton3D] the BoneAttachment3D node is using has a bone that has changed its pose. This function is where the BoneAttachment3D node updates its position so it is correctly bound when it is [i]not[/i] set to override the bone pose.
|
|
</description>
|
|
</method>
|
|
<method name="set_external_skeleton">
|
|
<return type="void" />
|
|
<param index="0" name="external_skeleton" type="NodePath" />
|
|
<description>
|
|
Sets the [NodePath] to the external skeleton that the BoneAttachment3D node should use. See [method set_use_external_skeleton] to enable the external [Skeleton3D] node.
|
|
</description>
|
|
</method>
|
|
<method name="set_use_external_skeleton">
|
|
<return type="void" />
|
|
<param index="0" name="use_external_skeleton" type="bool" />
|
|
<description>
|
|
Sets whether the BoneAttachment3D node will use an extenral [Skeleton3D] node rather than attenpting to use its parent node as the [Skeleton3D]. When set to [code]true[/code], the BoneAttachment3D node will use the external [Skeleton3D] node set in [method set_external_skeleton].
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<member name="bone_idx" type="int" setter="set_bone_idx" getter="get_bone_idx" default="-1">
|
|
The index of the attached bone.
|
|
</member>
|
|
<member name="bone_name" type="String" setter="set_bone_name" getter="get_bone_name" default="""">
|
|
The name of the attached bone.
|
|
</member>
|
|
<member name="override_pose" type="bool" setter="set_override_pose" getter="get_override_pose" default="false">
|
|
Whether the BoneAttachment3D node will override the bone pose of the bone it is attached to. When set to [code]true[/code], the BoneAttachment3D node can change the pose of the bone. When set to [code]false[/code], the BoneAttachment3D will always be set to the bone's transform.
|
|
</member>
|
|
</members>
|
|
</class>
|