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https://github.com/godotengine/godot
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82 lines
3.7 KiB
XML
82 lines
3.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Skeleton2D" inherits="Node2D" version="4.0" 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 2D characters and animated objects.
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</brief_description>
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<description>
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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.
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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].
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</description>
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<tutorials>
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<link title="2D skeletons">$DOCS_URL/tutorials/animation/2d_skeletons.html</link>
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</tutorials>
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<methods>
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<method name="execute_modifications">
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<return type="void" />
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<param index="0" name="delta" type="float" />
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<param index="1" name="execution_mode" type="int" />
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<description>
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Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton2D has one assigned.
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</description>
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</method>
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<method name="get_bone">
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<return type="Bone2D" />
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<param index="0" name="idx" type="int" />
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<description>
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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.
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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 [Bone2D] nodes in the node hierarchy parented by Skeleton2D.
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</description>
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</method>
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<method name="get_bone_local_pose_override">
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<return type="Transform2D" />
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<param index="0" name="bone_idx" type="int" />
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<description>
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Returns the local pose override transform for [param bone_idx].
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</description>
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</method>
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<method name="get_modification_stack" qualifiers="const">
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<return type="SkeletonModificationStack2D" />
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<description>
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Returns the [SkeletonModificationStack2D] attached to this skeleton, if one exists.
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</description>
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</method>
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<method name="get_skeleton" qualifiers="const">
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<return type="RID" />
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<description>
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Returns the [RID] of a Skeleton2D instance.
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</description>
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</method>
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<method name="set_bone_local_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="override_pose" type="Transform2D" />
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<param index="2" name="strength" type="float" />
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<param index="3" name="persistent" type="bool" />
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<description>
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Sets the local pose transform, [param override_pose], for the bone at [param bone_idx].
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[param strength] 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 local transform relative to the [Bone2D] node at [param bone_idx]!
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</description>
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</method>
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<method name="set_modification_stack">
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<return type="void" />
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<param index="0" name="modification_stack" type="SkeletonModificationStack2D" />
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<description>
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Sets the [SkeletonModificationStack2D] attached to this skeleton.
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</description>
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</method>
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</methods>
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<signals>
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<signal name="bone_setup_changed">
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<description>
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Emitted when the [Bone2D] setup attached to this skeletons changes. This is primarily used internally within the skeleton.
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</description>
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</signal>
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</signals>
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</class>
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