mirror of
https://github.com/godotengine/godot
synced 2024-11-02 12:55:22 +00:00
1c1524a651
Can't stop, won't stop, they said, huh?
81 lines
3.7 KiB
XML
81 lines
3.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="Skeleton2D" inherits="Node2D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
Skeleton for 2D characters and animated objects.
|
|
</brief_description>
|
|
<description>
|
|
Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones.
|
|
To setup different types of inverse kinematics for the given Skeleton2D, a [SkeletonModificationStack2D] should be created. They can be applied by creating the desired number of modifications, which can be done by increasing [member SkeletonModificationStack2D.modification_count].
|
|
</description>
|
|
<tutorials>
|
|
<link title="2D skeletons">$DOCS_URL/tutorials/animation/2d_skeletons.html</link>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="execute_modifications">
|
|
<return type="void" />
|
|
<param index="0" name="delta" type="float" />
|
|
<param index="1" name="execution_mode" type="int" />
|
|
<description>
|
|
Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton2D has one assigned.
|
|
</description>
|
|
</method>
|
|
<method name="get_bone">
|
|
<return type="Bone2D" />
|
|
<param index="0" name="idx" type="int" />
|
|
<description>
|
|
Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameter [param idx]. Bones are indexed by descending the node hierarchy from top to bottom, adding the children of each branch before moving to the next sibling.
|
|
</description>
|
|
</method>
|
|
<method name="get_bone_count" qualifiers="const">
|
|
<return type="int" />
|
|
<description>
|
|
Returns the number of [Bone2D] nodes in the node hierarchy parented by Skeleton2D.
|
|
</description>
|
|
</method>
|
|
<method name="get_bone_local_pose_override">
|
|
<return type="Transform2D" />
|
|
<param index="0" name="bone_idx" type="int" />
|
|
<description>
|
|
Returns the local pose override transform for [param bone_idx].
|
|
</description>
|
|
</method>
|
|
<method name="get_modification_stack" qualifiers="const">
|
|
<return type="SkeletonModificationStack2D" />
|
|
<description>
|
|
Returns the [SkeletonModificationStack2D] attached to this skeleton, if one exists.
|
|
</description>
|
|
</method>
|
|
<method name="get_skeleton" qualifiers="const">
|
|
<return type="RID" />
|
|
<description>
|
|
Returns the [RID] of a Skeleton2D instance.
|
|
</description>
|
|
</method>
|
|
<method name="set_bone_local_pose_override">
|
|
<return type="void" />
|
|
<param index="0" name="bone_idx" type="int" />
|
|
<param index="1" name="override_pose" type="Transform2D" />
|
|
<param index="2" name="strength" type="float" />
|
|
<param index="3" name="persistent" type="bool" />
|
|
<description>
|
|
Sets the local pose transform, [param override_pose], for the bone at [param bone_idx].
|
|
[param strength] is the interpolation strength that will be used when applying the pose, and [param persistent] determines if the applied pose will remain.
|
|
[b]Note:[/b] The pose transform needs to be a local transform relative to the [Bone2D] node at [param bone_idx]!
|
|
</description>
|
|
</method>
|
|
<method name="set_modification_stack">
|
|
<return type="void" />
|
|
<param index="0" name="modification_stack" type="SkeletonModificationStack2D" />
|
|
<description>
|
|
Sets the [SkeletonModificationStack2D] attached to this skeleton.
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<signals>
|
|
<signal name="bone_setup_changed">
|
|
<description>
|
|
Emitted when the [Bone2D] setup attached to this skeletons changes. This is primarily used internally within the skeleton.
|
|
</description>
|
|
</signal>
|
|
</signals>
|
|
</class>
|