mirror of
https://github.com/godotengine/godot
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231 lines
13 KiB
XML
231 lines
13 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimationTree" inherits="Node" 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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A node used for advanced animation transitions in an [AnimationPlayer].
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</brief_description>
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<description>
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A node used for advanced animation transitions in an [AnimationPlayer].
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[b]Note:[/b] When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
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</description>
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<tutorials>
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<link title="Using AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</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="_post_process_key_value" qualifiers="virtual const">
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<return type="Variant" />
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<param index="0" name="animation" type="Animation" />
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<param index="1" name="track" type="int" />
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<param index="2" name="value" type="Variant" />
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<param index="3" name="object" type="Object" />
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<param index="4" name="object_idx" type="int" />
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<description>
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A virtual function for processing after key getting during playback.
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</description>
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</method>
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<method name="advance">
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<return type="void" />
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<param index="0" name="delta" type="float" />
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<description>
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Manually advance the animations by the specified time (in seconds).
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</description>
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</method>
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<method name="get_root_motion_position" qualifiers="const">
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<return type="Vector3" />
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<description>
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Retrieve the motion delta of position with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
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If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].
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See also [member root_motion_track] and [RootMotionView].
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The most basic example is applying position to [CharacterBody3D]:
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[codeblocks]
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[gdscript]
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var current_rotation: Quaternion
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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current_rotation = get_quaternion()
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state_machine.travel("Animate")
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var velocity: Vector3 = current_rotation * animation_tree.get_root_motion_position() / delta
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set_velocity(velocity)
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move_and_slide()
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[/gdscript]
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[/codeblocks]
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By using this in combination with [method get_root_motion_position_accumulator], you can apply the root motion position more correctly to account for the rotation of the node.
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[codeblocks]
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[gdscript]
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
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var velocity: Vector3 = (animation_tree.get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * animation_tree.get_root_motion_position() / delta
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set_velocity(velocity)
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move_and_slide()
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[/gdscript]
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[/codeblocks]
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</description>
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</method>
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<method name="get_root_motion_position_accumulator" qualifiers="const">
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<return type="Vector3" />
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<description>
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Retrieve the blended value of the position tracks with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
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This is useful in cases where you want to respect the initial key values of the animation.
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For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] is played in the previous frame and then an animation with only one key [code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference can be calculated as follows:
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[codeblocks]
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[gdscript]
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var prev_root_motion_position_accumulator: Vector3
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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var current_root_motion_position_accumulator: Vector3 = animation_tree.get_root_motion_position_accumulator()
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var difference: Vector3 = current_root_motion_position_accumulator - prev_root_motion_position_accumulator
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prev_root_motion_position_accumulator = current_root_motion_position_accumulator
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transform.origin += difference
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[/gdscript]
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[/codeblocks]
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However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
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</description>
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</method>
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<method name="get_root_motion_rotation" qualifiers="const">
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<return type="Quaternion" />
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<description>
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Retrieve the motion delta of rotation with the [member root_motion_track] as a [Quaternion] that can be used elsewhere.
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If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].
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See also [member root_motion_track] and [RootMotionView].
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The most basic example is applying rotation to [CharacterBody3D]:
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[codeblocks]
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[gdscript]
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
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[/gdscript]
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[/codeblocks]
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</description>
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</method>
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<method name="get_root_motion_rotation_accumulator" qualifiers="const">
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<return type="Quaternion" />
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<description>
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Retrieve the blended value of the rotation tracks with the [member root_motion_track] as a [Quaternion] that can be used elsewhere.
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This is necessary to apply the root motion position correctly, taking rotation into account. See also [method get_root_motion_position].
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Also, this is useful in cases where you want to respect the initial key values of the animation.
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For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/code] is played in the previous frame and then an animation with only one key [code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, the difference can be calculated as follows:
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[codeblocks]
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[gdscript]
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var prev_root_motion_rotation_accumulator: Quaternion
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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var current_root_motion_rotation_accumulator: Quaternion = animation_tree.get_root_motion_Quaternion_accumulator()
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var difference: Quaternion = prev_root_motion_rotation_accumulator.inverse() * current_root_motion_rotation_accumulator
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prev_root_motion_rotation_accumulator = current_root_motion_rotation_accumulator
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transform.basis *= difference
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[/gdscript]
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[/codeblocks]
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However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
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</description>
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</method>
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<method name="get_root_motion_scale" qualifiers="const">
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<return type="Vector3" />
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<description>
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Retrieve the motion delta of scale with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
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If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].
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See also [member root_motion_track] and [RootMotionView].
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The most basic example is applying scale to [CharacterBody3D]:
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[codeblocks]
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[gdscript]
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var current_scale: Vector3 = Vector3(1, 1, 1)
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var scale_accum: Vector3 = Vector3(1, 1, 1)
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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current_scale = get_scale()
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scale_accum = Vector3(1, 1, 1)
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state_machine.travel("Animate")
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scale_accum += animation_tree.get_root_motion_scale()
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set_scale(current_scale * scale_accum)
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[/gdscript]
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[/codeblocks]
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</description>
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</method>
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<method name="get_root_motion_scale_accumulator" qualifiers="const">
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<return type="Vector3" />
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<description>
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Retrieve the blended value of the scale tracks with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
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For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] is played in the previous frame and then an animation with only one key [code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference can be calculated as follows:
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[codeblocks]
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[gdscript]
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var prev_root_motion_scale_accumulator: Vector3
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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var current_root_motion_scale_accumulator: Vector3 = animation_tree.get_root_motion_scale_accumulator()
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var difference: Vector3 = current_root_motion_scale_accumulator - prev_root_motion_scale_accumulator
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prev_root_motion_scale_accumulator = current_root_motion_scale_accumulator
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transform.basis = transform.basis.scaled(difference)
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[/gdscript]
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[/codeblocks]
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However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
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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="active" type="bool" setter="set_active" getter="is_active" default="false">
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If [code]true[/code], the [AnimationTree] will be processing.
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</member>
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<member name="advance_expression_base_node" type="NodePath" setter="set_advance_expression_base_node" getter="get_advance_expression_base_node" default="NodePath(".")">
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The path to the [Node] used to evaluate the AnimationNode [Expression] if one is not explicitly specified internally.
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</member>
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<member name="anim_player" type="NodePath" setter="set_animation_player" getter="get_animation_player" default="NodePath("")">
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The path to the [AnimationPlayer] used for animating.
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</member>
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<member name="audio_max_polyphony" type="int" setter="set_audio_max_polyphony" getter="get_audio_max_polyphony" default="32">
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The number of possible simultaneous sounds for each of the assigned AudioStreamPlayers.
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For example, if this value is [code]32[/code] and the animation has two audio tracks, the two [AudioStreamPlayer]s assigned can play simultaneously up to [code]32[/code] voices each.
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</member>
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<member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="AnimationTree.AnimationProcessCallback" default="1">
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The process mode of this [AnimationTree]. See [enum AnimationProcessCallback] for available modes.
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</member>
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<member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath("")">
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The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
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If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be canceled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale] and [RootMotionView].
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</member>
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<member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root">
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The root animation node of this [AnimationTree]. See [AnimationNode].
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</member>
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</members>
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<signals>
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<signal name="animation_finished">
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<param index="0" name="anim_name" type="StringName" />
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<description>
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Notifies when an animation finished playing.
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[b]Note:[/b] This signal is not emitted if an animation is looping or aborted. Also be aware of the possibility of unseen playback by sync and xfade.
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</description>
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</signal>
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<signal name="animation_player_changed">
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<description>
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Emitted when the [member anim_player] is changed.
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</description>
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</signal>
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<signal name="animation_started">
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<param index="0" name="anim_name" type="StringName" />
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<description>
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Notifies when an animation starts playing.
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[b]Note:[/b] This signal is not emitted if an animation is looping or playbacked from the middle. Also be aware of the possibility of unseen playback by sync and xfade.
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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="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessCallback">
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The animations will progress during the physics frame (i.e. [method Node._physics_process]).
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</constant>
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<constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessCallback">
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The animations will progress during the idle frame (i.e. [method Node._process]).
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</constant>
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<constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessCallback">
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The animations will only progress manually (see [method advance]).
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</constant>
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</constants>
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</class>
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