mirror of
https://github.com/godotengine/godot
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1c1524a651
Can't stop, won't stop, they said, huh?
334 lines
13 KiB
XML
334 lines
13 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Skeleton3D" inherits="Node3D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Skeleton for characters and animated objects.
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</brief_description>
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<description>
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Skeleton3D provides a hierarchical interface for managing bones, including pose, rest and animation (see [Animation]). It can also use ragdoll physics.
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The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose.
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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.
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To setup different types of inverse kinematics, consider using [SkeletonIK3D], or add a custom IK implementation in [method Node._process] as a child node.
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</description>
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<tutorials>
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<link title="3D Inverse Kinematics Demo">https://godotengine.org/asset-library/asset/523</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="add_bone">
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<return type="void" />
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<param index="0" name="name" type="String" />
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<description>
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Adds a bone, with name [param name]. [method get_bone_count] will become the bone index.
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</description>
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</method>
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<method name="clear_bones">
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<return type="void" />
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<description>
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Clear all the bones in this skeleton.
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</description>
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</method>
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<method name="clear_bones_global_pose_override">
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<return type="void" />
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<description>
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Removes the global pose override on all bones in the skeleton.
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</description>
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</method>
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<method name="create_skin_from_rest_transforms">
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<return type="Skin" />
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<description>
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</description>
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</method>
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<method name="find_bone" qualifiers="const">
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<return type="int" />
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<param index="0" name="name" type="String" />
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<description>
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Returns the bone index that matches [param name] as its name.
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</description>
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</method>
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<method name="force_update_all_bone_transforms" is_deprecated="true">
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<return type="void" />
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<description>
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Force updates the bone transforms/poses for all bones in the skeleton.
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</description>
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</method>
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<method name="force_update_bone_child_transform">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Force updates the bone transform for the bone at [param bone_idx] and all of its children.
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</description>
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</method>
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<method name="get_bone_children" qualifiers="const">
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<return type="PackedInt32Array" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Returns an array containing the bone indexes of all the children node of the passed in bone, [param bone_idx].
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</description>
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</method>
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<method name="get_bone_count" qualifiers="const">
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<return type="int" />
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<description>
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Returns the number of bones in the skeleton.
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</description>
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</method>
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<method name="get_bone_global_pose" qualifiers="const">
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<return type="Transform3D" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Returns 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.
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</description>
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</method>
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<method name="get_bone_global_pose_no_override" qualifiers="const">
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<return type="Transform3D" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Returns the overall transform of the specified bone, with respect to the skeleton, but without any global pose overrides. Being relative to the skeleton frame, this is not the actual "global" transform of the bone.
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</description>
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</method>
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<method name="get_bone_global_pose_override" qualifiers="const">
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<return type="Transform3D" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Returns the global pose override transform for [param bone_idx].
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</description>
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</method>
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<method name="get_bone_global_rest" qualifiers="const">
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<return type="Transform3D" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Returns the global rest transform for [param bone_idx].
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</description>
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</method>
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<method name="get_bone_name" qualifiers="const">
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<return type="String" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Returns the name of the bone at index [param bone_idx].
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</description>
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</method>
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<method name="get_bone_parent" qualifiers="const">
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<return type="int" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Returns the bone index which is the parent of the bone at [param bone_idx]. If -1, then bone has no parent.
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[b]Note:[/b] The parent bone returned will always be less than [param bone_idx].
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</description>
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</method>
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<method name="get_bone_pose" qualifiers="const">
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<return type="Transform3D" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Returns the pose transform of the specified bone. Pose is applied on top of the custom pose, which is applied on top the rest pose.
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</description>
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</method>
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<method name="get_bone_pose_position" qualifiers="const">
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<return type="Vector3" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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</description>
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</method>
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<method name="get_bone_pose_rotation" qualifiers="const">
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<return type="Quaternion" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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</description>
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</method>
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<method name="get_bone_pose_scale" qualifiers="const">
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<return type="Vector3" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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</description>
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</method>
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<method name="get_bone_rest" qualifiers="const">
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<return type="Transform3D" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Returns the rest transform for a bone [param bone_idx].
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</description>
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</method>
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<method name="get_parentless_bones" qualifiers="const">
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<return type="PackedInt32Array" />
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<description>
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Returns an array with all of the bones that are parentless. Another way to look at this is that it returns the indexes of all the bones that are not dependent or modified by other bones in the Skeleton.
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</description>
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</method>
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<method name="get_version" qualifiers="const">
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<return type="int" />
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<description>
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Returns the number of times the bone hierarchy has changed within this skeleton, including renames.
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The Skeleton version is not serialized: only use within a single instance of Skeleton3D.
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Use for invalidating caches in IK solvers and other nodes which process bones.
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</description>
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</method>
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<method name="is_bone_enabled" qualifiers="const">
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<return type="bool" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Returns whether the bone pose for the bone at [param bone_idx] is enabled.
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</description>
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</method>
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<method name="localize_rests">
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<return type="void" />
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<description>
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Returns all bones in the skeleton to their rest poses.
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</description>
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</method>
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<method name="physical_bones_add_collision_exception">
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<return type="void" />
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<param index="0" name="exception" type="RID" />
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<description>
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Adds a collision exception to the physical bone.
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Works just like the [RigidBody3D] node.
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</description>
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</method>
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<method name="physical_bones_remove_collision_exception">
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<return type="void" />
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<param index="0" name="exception" type="RID" />
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<description>
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Removes a collision exception to the physical bone.
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Works just like the [RigidBody3D] node.
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</description>
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</method>
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<method name="physical_bones_start_simulation">
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<return type="void" />
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<param index="0" name="bones" type="StringName[]" default="[]" />
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<description>
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Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and reacting to the physics world.
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Optionally, a list of bone names can be passed-in, allowing only the passed-in bones to be simulated.
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</description>
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</method>
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<method name="physical_bones_stop_simulation">
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<return type="void" />
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<description>
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Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating.
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</description>
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</method>
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<method name="register_skin">
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<return type="SkinReference" />
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<param index="0" name="skin" type="Skin" />
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<description>
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Binds the given Skin to the Skeleton.
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</description>
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</method>
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<method name="reset_bone_pose">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Sets the bone pose to rest for [param bone_idx].
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</description>
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</method>
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<method name="reset_bone_poses">
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<return type="void" />
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<description>
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Sets all bone poses to rests.
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</description>
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</method>
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<method name="set_bone_enabled">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<param index="1" name="enabled" type="bool" default="true" />
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<description>
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Disables the pose for the bone at [param bone_idx] if [code]false[/code], enables the bone pose if [code]true[/code].
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</description>
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</method>
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<method name="set_bone_global_pose_override">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<param index="1" name="pose" type="Transform3D" />
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<param index="2" name="amount" type="float" />
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<param index="3" name="persistent" type="bool" default="false" />
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<description>
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Sets the global pose transform, [param pose], for the bone at [param bone_idx].
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[param amount] is the interpolation strength that will be used when applying the pose, and [param persistent] determines if the applied pose will remain.
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[b]Note:[/b] The pose transform needs to be a global pose! To convert a world transform from a [Node3D] to a global bone pose, multiply the [method Transform3D.affine_inverse] of the node's [member Node3D.global_transform] by the desired world transform.
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</description>
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</method>
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<method name="set_bone_name">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<param index="1" name="name" type="String" />
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<description>
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</description>
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</method>
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<method name="set_bone_parent">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<param index="1" name="parent_idx" type="int" />
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<description>
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Sets the bone index [param parent_idx] as the parent of the bone at [param bone_idx]. If -1, then bone has no parent.
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[b]Note:[/b] [param parent_idx] must be less than [param bone_idx].
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</description>
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</method>
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<method name="set_bone_pose_position">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<param index="1" name="position" type="Vector3" />
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<description>
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</description>
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</method>
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<method name="set_bone_pose_rotation">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<param index="1" name="rotation" type="Quaternion" />
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<description>
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</description>
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</method>
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<method name="set_bone_pose_scale">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<param index="1" name="scale" type="Vector3" />
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<description>
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</description>
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</method>
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<method name="set_bone_rest">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<param index="1" name="rest" type="Transform3D" />
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<description>
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Sets the rest transform for bone [param bone_idx].
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</description>
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</method>
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<method name="unparent_bone_and_rest">
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<return type="void" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Unparents the bone at [param bone_idx] and sets its rest position to that of its parent prior to being reset.
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</description>
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</method>
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</methods>
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<members>
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<member name="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true">
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</member>
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<member name="motion_scale" type="float" setter="set_motion_scale" getter="get_motion_scale" default="1.0">
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Multiplies the position 3D track animation.
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[b]Note:[/b] Unless this value is [code]1.0[/code], the key value in animation will not match the actual position value.
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</member>
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<member name="show_rest_only" type="bool" setter="set_show_rest_only" getter="is_show_rest_only" default="false">
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</member>
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</members>
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<signals>
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<signal name="bone_enabled_changed">
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<param index="0" name="bone_idx" type="int" />
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<description>
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</description>
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</signal>
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<signal name="bone_pose_changed">
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<param index="0" name="bone_idx" type="int" />
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<description>
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This signal is emitted when one of the bones in the Skeleton3D node have changed their pose. This is used to inform nodes that rely on bone positions that one of the bones in the Skeleton3D have changed their transform/pose.
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</description>
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</signal>
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<signal name="pose_updated">
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<description>
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</description>
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</signal>
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<signal name="show_rest_only_changed">
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<description>
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="NOTIFICATION_UPDATE_SKELETON" value="50">
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</constant>
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</constants>
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</class>
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