godot/doc/classes/SkeletonModificationStack2D.xml
Rémi Verschelde 1c1524a651
Bump version to 4.1-dev
Can't stop, won't stop, they said, huh?
2023-03-01 01:44:37 +01:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="SkeletonModificationStack2D" inherits="Resource" is_experimental="true" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A resource that holds a stack of [SkeletonModification2D]s.
</brief_description>
<description>
This resource is used by the Skeleton and holds a stack of [SkeletonModification2D]s.
This controls the order of the modifications and how they are applied. Modification order is especially important for full-body IK setups, as you need to execute the modifications in the correct order to get the desired results. For example, you want to execute a modification on the spine [i]before[/i] the arms on a humanoid skeleton.
This resource also controls how strongly all of the modifications are applied to the [Skeleton2D].
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_modification">
<return type="void" />
<param index="0" name="modification" type="SkeletonModification2D" />
<description>
Adds the passed-in [SkeletonModification2D] to the stack.
</description>
</method>
<method name="delete_modification">
<return type="void" />
<param index="0" name="mod_idx" type="int" />
<description>
Deletes the [SkeletonModification2D] at the index position [param mod_idx], if it exists.
</description>
</method>
<method name="enable_all_modifications">
<return type="void" />
<param index="0" name="enabled" type="bool" />
<description>
Enables all [SkeletonModification2D]s in the stack.
</description>
</method>
<method name="execute">
<return type="void" />
<param index="0" name="delta" type="float" />
<param index="1" name="execution_mode" type="int" />
<description>
Executes all of the [SkeletonModification2D]s in the stack that use the same execution mode as the passed-in [param execution_mode], starting from index [code]0[/code] to [member modification_count].
[b]Note:[/b] The order of the modifications can matter depending on the modifications. For example, modifications on a spine should operate before modifications on the arms in order to get proper results.
</description>
</method>
<method name="get_is_setup" qualifiers="const">
<return type="bool" />
<description>
Returns a boolean that indicates whether the modification stack is setup and can execute.
</description>
</method>
<method name="get_modification" qualifiers="const">
<return type="SkeletonModification2D" />
<param index="0" name="mod_idx" type="int" />
<description>
Returns the [SkeletonModification2D] at the passed-in index, [param mod_idx].
</description>
</method>
<method name="get_skeleton" qualifiers="const">
<return type="Skeleton2D" />
<description>
Returns the [Skeleton2D] node that the SkeletonModificationStack2D is bound to.
</description>
</method>
<method name="set_modification">
<return type="void" />
<param index="0" name="mod_idx" type="int" />
<param index="1" name="modification" type="SkeletonModification2D" />
<description>
Sets the modification at [param mod_idx] to the passed-in modification, [param modification].
</description>
</method>
<method name="setup">
<return type="void" />
<description>
Sets up the modification stack so it can execute. This function should be called by [Skeleton2D] and shouldn't be manually called unless you know what you are doing.
</description>
</method>
</methods>
<members>
<member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="false">
If [code]true[/code], the modification's in the stack will be called. This is handled automatically through the [Skeleton2D] node.
</member>
<member name="modification_count" type="int" setter="set_modification_count" getter="get_modification_count" default="0">
The number of modifications in the stack.
</member>
<member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0">
The interpolation strength of the modifications in stack. A value of [code]0[/code] will make it where the modifications are not applied, a strength of [code]0.5[/code] will be half applied, and a strength of [code]1[/code] will allow the modifications to be fully applied and override the [Skeleton2D] [Bone2D] poses.
</member>
</members>
</class>