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https://github.com/Relintai/pandemonium_engine.git
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80 lines
3.5 KiB
XML
80 lines
3.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SkeletonModification3D" inherits="Resource" version="3.11">
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<brief_description>
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A resource that operates on bones in a [Skeleton3D].
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</brief_description>
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<description>
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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.
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This is used to provide Godot with a flexible and powerful Inverse Kinematics solution that can be adapted for many different uses.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="_execute" qualifiers="virtual">
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<return type="void" />
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<argument index="0" name="delta" type="Object" />
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<description>
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</description>
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</method>
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<method name="_setup_modification" qualifiers="virtual">
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<return type="void" />
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<argument index="0" name="stack" type="SkeletonModificationStack3D" />
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<description>
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Sets up the modification so it can be executed. This function should be called automatically by the [SkeletonModificationStack3D] containing this modification.
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If you need to initialize a modification before use, this is the place to do it!
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</description>
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</method>
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<method name="clamp_angle">
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<return type="float" />
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<argument index="0" name="angle" type="float" />
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<argument index="1" name="min" type="float" />
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<argument index="2" name="max" type="float" />
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<argument index="3" name="invert" type="bool" />
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<description>
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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.
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</description>
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</method>
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<method name="execute">
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<return type="void" />
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<argument index="0" name="p_delta" type="float" />
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<description>
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</description>
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</method>
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<method name="get_is_setup" qualifiers="const">
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<return type="bool" />
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<description>
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Returns whether this modification has been successfully setup or not.
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</description>
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</method>
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<method name="get_modification_stack">
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<return type="SkeletonModificationStack3D" />
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<description>
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Returns the [SkeletonModificationStack3D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on.
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</description>
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</method>
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<method name="set_is_setup">
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<return type="void" />
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<argument index="0" name="is_setup" type="bool" />
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<description>
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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.
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</description>
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</method>
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<method name="setup_modification">
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<return type="void" />
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<argument index="0" name="stack" type="SkeletonModificationStack3D" />
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<description>
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</description>
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</method>
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</methods>
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<members>
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<member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="true">
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When true, the modification's [method _execute] function will be called by the [SkeletonModificationStack3D].
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</member>
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<member name="execution_mode" type="int" setter="set_execution_mode" getter="get_execution_mode" default="0">
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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.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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