godot/doc/classes/SkeletonModificationStack2D.xml
Rémi Verschelde 81064cc239
Doctool: Remove version attribute from XML header
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).
2023-07-06 10:08:21 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="SkeletonModificationStack2D" inherits="Resource" is_experimental="true" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A resource that holds a stack of [SkeletonModification2D]s.
</brief_description>
<description>
This resource is used by the Skeleton and holds a stack of [SkeletonModification2D]s.
This controls the order of the modifications and how they are applied. Modification order is especially important for full-body IK setups, as you need to execute the modifications in the correct order to get the desired results. For example, you want to execute a modification on the spine [i]before[/i] the arms on a humanoid skeleton.
This resource also controls how strongly all of the modifications are applied to the [Skeleton2D].
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_modification">
<return type="void" />
<param index="0" name="modification" type="SkeletonModification2D" />
<description>
Adds the passed-in [SkeletonModification2D] to the stack.
</description>
</method>
<method name="delete_modification">
<return type="void" />
<param index="0" name="mod_idx" type="int" />
<description>
Deletes the [SkeletonModification2D] at the index position [param mod_idx], if it exists.
</description>
</method>
<method name="enable_all_modifications">
<return type="void" />
<param index="0" name="enabled" type="bool" />
<description>
Enables all [SkeletonModification2D]s in the stack.
</description>
</method>
<method name="execute">
<return type="void" />
<param index="0" name="delta" type="float" />
<param index="1" name="execution_mode" type="int" />
<description>
Executes all of the [SkeletonModification2D]s in the stack that use the same execution mode as the passed-in [param execution_mode], starting from index [code]0[/code] to [member modification_count].
[b]Note:[/b] The order of the modifications can matter depending on the modifications. For example, modifications on a spine should operate before modifications on the arms in order to get proper results.
</description>
</method>
<method name="get_is_setup" qualifiers="const">
<return type="bool" />
<description>
Returns a boolean that indicates whether the modification stack is setup and can execute.
</description>
</method>
<method name="get_modification" qualifiers="const">
<return type="SkeletonModification2D" />
<param index="0" name="mod_idx" type="int" />
<description>
Returns the [SkeletonModification2D] at the passed-in index, [param mod_idx].
</description>
</method>
<method name="get_skeleton" qualifiers="const">
<return type="Skeleton2D" />
<description>
Returns the [Skeleton2D] node that the SkeletonModificationStack2D is bound to.
</description>
</method>
<method name="set_modification">
<return type="void" />
<param index="0" name="mod_idx" type="int" />
<param index="1" name="modification" type="SkeletonModification2D" />
<description>
Sets the modification at [param mod_idx] to the passed-in modification, [param modification].
</description>
</method>
<method name="setup">
<return type="void" />
<description>
Sets up the modification stack so it can execute. This function should be called by [Skeleton2D] and shouldn't be manually called unless you know what you are doing.
</description>
</method>
</methods>
<members>
<member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="false">
If [code]true[/code], the modification's in the stack will be called. This is handled automatically through the [Skeleton2D] node.
</member>
<member name="modification_count" type="int" setter="set_modification_count" getter="get_modification_count" default="0">
The number of modifications in the stack.
</member>
<member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0">
The interpolation strength of the modifications in stack. A value of [code]0[/code] will make it where the modifications are not applied, a strength of [code]0.5[/code] will be half applied, and a strength of [code]1[/code] will allow the modifications to be fully applied and override the [Skeleton2D] [Bone2D] poses.
</member>
</members>
</class>