pandemonium_engine/doc/classes/Skeleton.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Skeleton" inherits="Spatial" version="3.5">
<brief_description>
Skeleton for characters and animated objects.
</brief_description>
<description>
Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see [Animation]). It can also use ragdoll physics.
The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose.
Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone.
</description>
<tutorials>
<link title="3D Inverse Kinematics Demo">https://godotengine.org/asset-library/asset/523</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
<method name="add_bone">
<return type="void" />
<argument index="0" name="name" type="String" />
<description>
Adds a bone, with name [code]name[/code]. [method get_bone_count] will become the bone index.
</description>
</method>
<method name="bind_child_node_to_bone">
<return type="void" />
<argument index="0" name="bone_idx" type="int" />
<argument index="1" name="node" type="Node" />
<description>
[i]Deprecated soon.[/i]
</description>
</method>
<method name="clear_bones">
<return type="void" />
<description>
Clear all the bones in this skeleton.
</description>
</method>
<method name="clear_bones_global_pose_override">
<return type="void" />
<description>
</description>
</method>
<method name="find_bone" qualifiers="const">
<return type="int" />
<argument index="0" name="name" type="String" />
<description>
Returns the bone index that matches [code]name[/code] as its name.
</description>
</method>
<method name="get_bone_count" qualifiers="const">
<return type="int" />
<description>
Returns the amount of bones in the skeleton.
</description>
</method>
<method name="create_skin_from_rest_transforms">
<return type="Skin" />
<description>
</description>
</method>
<method name="get_bone_global_pose" qualifiers="const">
<return type="Transform" />
<argument index="0" name="bone_idx" type="int" />
<description>
Returns the overall transform of the specified bone, with respect to the skeleton. Being relative to the skeleton frame, this is not the actual "global" transform of the bone.
</description>
</method>
<method name="get_bone_global_pose_no_override" qualifiers="const">
<return type="Transform" />
<argument index="0" name="bone_idx" type="int" />
<description>
Returns the overall transform of the specified bone, with respect to the skeleton, but without any global pose overrides. Being relative to the skeleton frame, this is not the actual "global" transform of the bone.
</description>
</method>
<method name="get_bone_name" qualifiers="const">
<return type="String" />
<argument index="0" name="bone_idx" type="int" />
<description>
Returns the name of the bone at index [code]index[/code].
</description>
</method>
<method name="get_bone_parent" qualifiers="const">
<return type="int" />
<argument index="0" name="bone_idx" type="int" />
<description>
Returns the bone index which is the parent of the bone at [code]bone_idx[/code]. If -1, then bone has no parent.
[b]Note:[/b] The parent bone returned will always be less than [code]bone_idx[/code].
</description>
</method>
<method name="get_bone_pose" qualifiers="const">
<return type="Transform" />
<argument index="0" name="bone_idx" type="int" />
<description>
Returns the pose transform of the specified bone. Pose is applied on top of the custom pose, which is applied on top the rest pose.
</description>
</method>
<method name="get_bone_pose_position" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="bone_idx" type="int" />
<description>
</description>
</method>
<method name="get_bone_pose_rotation" qualifiers="const">
<return type="Quaternion" />
<argument index="0" name="bone_idx" type="int" />
<description>
</description>
</method>
<method name="get_bone_pose_scale" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="bone_idx" type="int" />
<description>
</description>
</method>
<method name="get_bone_rest" qualifiers="const">
<return type="Transform" />
<argument index="0" name="bone_idx" type="int" />
<description>
Returns the rest transform for a bone [code]bone_idx[/code].
</description>
</method>
<method name="get_bound_child_nodes_to_bone" qualifiers="const">
<return type="Array" />
<argument index="0" name="bone_idx" type="int" />
<description>
[i]Deprecated soon.[/i]
</description>
</method>
<method name="localize_rests">
<return type="void" />
<description>
</description>
</method>
<method name="physical_bones_add_collision_exception">
<return type="void" />
<argument index="0" name="exception" type="RID" />
<description>
</description>
</method>
<method name="physical_bones_remove_collision_exception">
<return type="void" />
<argument index="0" name="exception" type="RID" />
<description>
</description>
</method>
<method name="physical_bones_start_simulation">
<return type="void" />
<argument index="0" name="bones" type="Array" default="[ ]" />
<description>
</description>
</method>
<method name="physical_bones_stop_simulation">
<return type="void" />
<description>
</description>
</method>
<method name="register_skin">
<return type="SkinReference" />
<argument index="0" name="skin" type="Skin" />
<description>
</description>
</method>
2022-03-16 02:51:50 +01:00
<method name="remove_bone">
<return type="void" />
<argument index="0" name="bone_idx" type="int" />
<description>
</description>
</method>
<method name="set_bone_global_pose_override">
<return type="void" />
<argument index="0" name="bone_idx" type="int" />
<argument index="1" name="pose" type="Transform" />
<argument index="2" name="amount" type="float" />
<argument index="3" name="persistent" type="bool" default="false" />
<description>
</description>
</method>
<method name="set_bone_name">
<return type="void" />
<argument index="0" name="bone_idx" type="int" />
<argument index="1" name="name" type="String" />
<description>
</description>
</method>
<method name="set_bone_parent">
<return type="void" />
<argument index="0" name="bone_idx" type="int" />
<argument index="1" name="parent_idx" type="int" />
<description>
Sets the bone index [code]parent_idx[/code] as the parent of the bone at [code]bone_idx[/code]. If -1, then bone has no parent.
[b]Note:[/b] [code]parent_idx[/code] must be less than [code]bone_idx[/code].
</description>
</method>
<method name="set_bone_pose_position">
<return type="void" />
<argument index="0" name="bone_idx" type="int" />
<argument index="1" name="position" type="Vector3" />
<description>
</description>
</method>
<method name="set_bone_pose_rotation">
<return type="void" />
<argument index="0" name="bone_idx" type="int" />
<argument index="1" name="rotation" type="Quaternion" />
<description>
</description>
</method>
<method name="set_bone_pose_scale">
<return type="void" />
<argument index="0" name="bone_idx" type="int" />
<argument index="1" name="scale" type="Vector3" />
<description>
Sets the pose transform for bone [code]bone_idx[/code].
[b]Note:[/b] The pose transform needs to be in bone space. Use [method world_transform_to_global_pose] to convert a world transform, like one you can get from a [Node3D], to bone space.
</description>
</method>
<method name="set_bone_rest">
<return type="void" />
<argument index="0" name="bone_idx" type="int" />
<argument index="1" name="rest" type="Transform" />
<description>
Sets the rest transform for bone [code]bone_idx[/code].
</description>
</method>
<method name="unbind_child_node_from_bone">
<return type="void" />
<argument index="0" name="bone_idx" type="int" />
<argument index="1" name="node" type="Node" />
<description>
[i]Deprecated soon.[/i]
</description>
</method>
<method name="unparent_bone_and_rest">
<return type="void" />
<argument index="0" name="bone_idx" type="int" />
<description>
</description>
</method>
</methods>
<signals>
<signal name="skeleton_updated">
<description>
</description>
</signal>
</signals>
<constants>
<constant name="NOTIFICATION_UPDATE_SKELETON" value="50">
</constant>
</constants>
</class>