pandemonium_engine/doc/classes/SkeletonModification2DJiggle.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="SkeletonModification2DJiggle" inherits="SkeletonModification2D" version="3.7">
<brief_description>
A modification that jiggles [Bone2D] nodes as they move towards a target.
</brief_description>
<description>
This modification moves a series of bones, typically called a bone chain, towards a target. What makes this modification special is that it calculates the velocity and acceleration for each bone in the bone chain, and runs a very light physics-like calculation using the inputted values. This allows the bones to overshoot the target and "jiggle" around. It can be configured to act more like a spring, or sway around like cloth might.
This modification is useful for adding additional motion to things like hair, the edges of clothing, and more. It has several settings to that allow control over how the joint moves when the target moves.
[b]Note:[/b] The Jiggle modifier has [code]jiggle_joints[/code], which are the data objects that hold the data for each joint in the Jiggle chain. This is different from than [Bone2D] nodes! Jiggle joints hold the data needed for each [Bone2D] in the bone chain used by the Jiggle modification.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_collision_mask" qualifiers="const">
<return type="int" />
<description>
Returns the collision mask used by the Jiggle modifier when collisions are enabled.
</description>
</method>
<method name="get_jiggle_joint_bone2d_node" qualifiers="const">
<return type="NodePath" />
<argument index="0" name="joint_idx" type="int" />
<description>
</description>
</method>
<method name="get_jiggle_joint_bone_index" qualifiers="const">
<return type="int" />
<argument index="0" name="joint_idx" type="int" />
<description>
</description>
</method>
<method name="get_jiggle_joint_damping" qualifiers="const">
<return type="float" />
<argument index="0" name="joint_idx" type="int" />
<description>
</description>
</method>
<method name="get_jiggle_joint_gravity" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="joint_idx" type="int" />
<description>
</description>
</method>
<method name="get_jiggle_joint_mass" qualifiers="const">
<return type="float" />
<argument index="0" name="joint_idx" type="int" />
<description>
</description>
</method>
<method name="get_jiggle_joint_override" qualifiers="const">
<return type="bool" />
<argument index="0" name="joint_idx" type="int" />
<description>
</description>
</method>
<method name="get_jiggle_joint_stiffness" qualifiers="const">
<return type="float" />
<argument index="0" name="joint_idx" type="int" />
<description>
</description>
</method>
<method name="get_jiggle_joint_use_gravity" qualifiers="const">
<return type="bool" />
<argument index="0" name="joint_idx" type="int" />
<description>
</description>
</method>
<method name="get_use_colliders" qualifiers="const">
<return type="bool" />
<description>
Returns whether the jiggle modifier is taking physics colliders into account when solving.
</description>
</method>
<method name="set_collision_mask">
<return type="void" />
<argument index="0" name="collision_mask" type="int" />
<description>
</description>
</method>
<method name="set_jiggle_joint_bone2d_node">
<return type="void" />
<argument index="0" name="joint_idx" type="int" />
<argument index="1" name="bone2d_node" type="NodePath" />
<description>
</description>
</method>
<method name="set_jiggle_joint_bone_index">
<return type="void" />
<argument index="0" name="joint_idx" type="int" />
<argument index="1" name="bone_idx" type="int" />
<description>
</description>
</method>
<method name="set_jiggle_joint_damping">
<return type="void" />
<argument index="0" name="joint_idx" type="int" />
<argument index="1" name="damping" type="float" />
<description>
</description>
</method>
<method name="set_jiggle_joint_gravity">
<return type="void" />
<argument index="0" name="joint_idx" type="int" />
<argument index="1" name="gravity" type="Vector2" />
<description>
</description>
</method>
<method name="set_jiggle_joint_mass">
<return type="void" />
<argument index="0" name="joint_idx" type="int" />
<argument index="1" name="mass" type="float" />
<description>
</description>
</method>
<method name="set_jiggle_joint_override">
<return type="void" />
<argument index="0" name="joint_idx" type="int" />
<argument index="1" name="override" type="bool" />
<description>
</description>
</method>
<method name="set_jiggle_joint_stiffness">
<return type="void" />
<argument index="0" name="joint_idx" type="int" />
<argument index="1" name="stiffness" type="float" />
<description>
</description>
</method>
<method name="set_jiggle_joint_use_gravity">
<return type="void" />
<argument index="0" name="joint_idx" type="int" />
<argument index="1" name="use_gravity" type="bool" />
<description>
</description>
</method>
<method name="set_use_colliders">
<return type="void" />
<argument index="0" name="use_colliders" type="bool" />
<description>
</description>
</method>
</methods>
<members>
<member name="damping" type="float" setter="set_damping" getter="get_damping" default="0.75">
The default amount of dampening applied to the Jiggle joints, if they are not overridden. Higher values lead to more of the calculated velocity being applied.
</member>
<member name="gravity" type="Vector2" setter="set_gravity" getter="get_gravity" default="Vector2( 0, 6 )">
The default amount of gravity applied to the Jiggle joints, if they are not overridden.
</member>
<member name="jiggle_data_chain_length" type="int" setter="set_jiggle_data_chain_length" getter="get_jiggle_data_chain_length" default="0">
The amount of Jiggle joints in the Jiggle modification.
</member>
<member name="mass" type="float" setter="set_mass" getter="get_mass" default="0.75">
The default amount of mass assigned to the Jiggle joints, if they are not overridden. Higher values lead to faster movements and more overshooting.
</member>
<member name="stiffness" type="float" setter="set_stiffness" getter="get_stiffness" default="3.0">
The default amount of stiffness assigned to the Jiggle joints, if they are not overridden. Higher values act more like springs, quickly moving into the correct position.
</member>
<member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath(&quot;&quot;)">
The NodePath to the node that is the target for the Jiggle modification. This node is what the Jiggle chain will attempt to rotate the bone chain to.
</member>
<member name="use_gravity" type="bool" setter="set_use_gravity" getter="get_use_gravity" default="false">
Whether the gravity vector, [member gravity], should be applied to the Jiggle joints, assuming they are not overriding the default settings.
</member>
</members>
<constants>
</constants>
</class>