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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="Skeleton2D" inherits="Node2D" version="4.0">
- <brief_description>
- Skeleton for 2D characters and animated objects.
- </brief_description>
- <description>
- Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones.
- To setup different types of inverse kinematics for the given Skeleton2D, a [SkeletonModificationStack2D] should be created. They can be applied by creating the desired number of modifications, which can be done by increasing [member SkeletonModificationStack2D.modification_count].
- </description>
- <tutorials>
- <link title="2D skeletons">https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link>
- </tutorials>
- <methods>
- <method name="execute_modifications">
- <return type="void" />
- <argument index="0" name="delta" type="float" />
- <argument index="1" name="execution_mode" type="int" />
- <description>
- Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton3D has one assigned.
- </description>
- </method>
- <method name="get_bone">
- <return type="Bone2D" />
- <argument index="0" name="idx" type="int" />
- <description>
- Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameter [code]idx[/code]. Bones are indexed by descending the node hierarchy from top to bottom, adding the children of each branch before moving to the next sibling.
- </description>
- </method>
- <method name="get_bone_count" qualifiers="const">
- <return type="int" />
- <description>
- Returns the number of [Bone2D] nodes in the node hierarchy parented by Skeleton2D.
- </description>
- </method>
- <method name="get_bone_local_pose_override">
- <return type="Transform2D" />
- <argument index="0" name="bone_idx" type="int" />
- <description>
- Returns the local pose override transform for [code]bone_idx[/code].
- </description>
- </method>
- <method name="get_modification_stack" qualifiers="const">
- <return type="SkeletonModificationStack2D" />
- <description>
- Returns the [SkeletonModificationStack2D] attached to this skeleton, if one exists.
- </description>
- </method>
- <method name="get_skeleton" qualifiers="const">
- <return type="RID" />
- <description>
- Returns the [RID] of a Skeleton2D instance.
- </description>
- </method>
- <method name="set_bone_local_pose_override">
- <return type="void" />
- <argument index="0" name="bone_idx" type="int" />
- <argument index="1" name="override_pose" type="Transform2D" />
- <argument index="2" name="strength" type="float" />
- <argument index="3" name="persistent" type="bool" />
- <description>
- Sets the local pose transform, [code]pose[/code], for the bone at [code]bone_idx[/code].
- [code]amount[/code] is the interpolation strength that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain.
- [b]Note:[/b] The pose transform needs to be a local transform relative to the [Bone2D] node at [code]bone_idx[/code]!
- </description>
- </method>
- <method name="set_modification_stack">
- <return type="void" />
- <argument index="0" name="modification_stack" type="SkeletonModificationStack2D" />
- <description>
- Sets the [SkeletonModificationStack2D] attached to this skeleton.
- </description>
- </method>
- </methods>
- <signals>
- <signal name="bone_setup_changed">
- <description>
- Emitted when the [Bone2D] setup attached to this skeletons changes. This is primarily used internally within the skeleton.
- </description>
- </signal>
- </signals>
- </class>
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