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81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
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" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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The parent of a hierarchy of [Bone2D]s, used to create a 2D skeletal animation.
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</brief_description>
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<description>
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[Skeleton2D] parents a hierarchy of [Bone2D] nodes. It holds a reference to each [Bone2D]'s rest pose and acts as a single point of access to its bones.
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To set up different types of inverse kinematics for the given Skeleton2D, a [SkeletonModificationStack2D] should be created. The inverse kinematics be applied by increasing [member SkeletonModificationStack2D.modification_count] and creating the desired number of modifications.
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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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