mirror of
https://github.com/godotengine/godot
synced 2024-11-05 16:53:09 +00:00
a124f1effe
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn` Update editor/import/resource_importer_layered_texture.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update doc/classes/TileSetScenesCollectionSource.xml Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/graph_edit.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/rich_text_label.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Revert previously committed change
66 lines
3.3 KiB
XML
66 lines
3.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="SkeletonModification3D" inherits="Resource" version="4.0">
|
|
<brief_description>
|
|
A resource that operates on bones in a [Skeleton3D].
|
|
</brief_description>
|
|
<description>
|
|
This resource provides an interface that can be expanded so code that operates on bones in a [Skeleton3D] can be mixed and matched together to create complex interactions.
|
|
This is used to provide Godot with a flexible and powerful Inverse Kinematics solution that can be adapted for many different uses.
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="_execute" qualifiers="virtual">
|
|
<return type="void" />
|
|
<argument index="0" name="delta" type="float" />
|
|
<description>
|
|
Executes the given modification. This is where the modification performs whatever function it is designed to do.
|
|
</description>
|
|
</method>
|
|
<method name="_setup_modification" qualifiers="virtual">
|
|
<return type="void" />
|
|
<argument index="0" name="modification_stack" type="SkeletonModificationStack3D" />
|
|
<description>
|
|
Sets up the modification so it can be executed. This function should be called automatically by the [SkeletonModificationStack3D] containing this modification.
|
|
If you need to initialize a modification before use, this is the place to do it!
|
|
</description>
|
|
</method>
|
|
<method name="clamp_angle">
|
|
<return type="float" />
|
|
<argument index="0" name="angle" type="float" />
|
|
<argument index="1" name="min" type="float" />
|
|
<argument index="2" name="max" type="float" />
|
|
<argument index="3" name="invert" type="bool" />
|
|
<description>
|
|
Takes a angle and clamps it so it is within the passed-in [code]min[/code] and [code]max[/code] range. [code]invert[/code] will inversely clamp the angle, clamping it to the range outside of the given bounds.
|
|
</description>
|
|
</method>
|
|
<method name="get_is_setup" qualifiers="const">
|
|
<return type="bool" />
|
|
<description>
|
|
Returns whether this modification has been successfully setup or not.
|
|
</description>
|
|
</method>
|
|
<method name="get_modification_stack">
|
|
<return type="SkeletonModificationStack3D" />
|
|
<description>
|
|
Returns the [SkeletonModificationStack3D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on.
|
|
</description>
|
|
</method>
|
|
<method name="set_is_setup">
|
|
<return type="void" />
|
|
<argument index="0" name="is_setup" type="bool" />
|
|
<description>
|
|
Manually allows you to set the setup state of the modification. This function should only rarely be used, as the [SkeletonModificationStack3D] the modification is bound to should handle setting the modification up.
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="true">
|
|
When true, the modification's [method _execute] function will be called by the [SkeletonModificationStack3D].
|
|
</member>
|
|
<member name="execution_mode" type="int" setter="set_execution_mode" getter="get_execution_mode" default="0">
|
|
The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only available in certain execution modes.
|
|
</member>
|
|
</members>
|
|
</class>
|