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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Skeleton3D" inherits= "Node3D" version= "4.0" >
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<brief_description >
Skeleton for characters and animated objects.
</brief_description>
<description >
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Skeleton3D provides a hierarchical interface for managing bones, including pose, rest and animation (see [Animation]). It can also use ragdoll physics.
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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.
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</description>
<tutorials >
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<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>
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</tutorials>
<methods >
<method name= "add_bone" >
<return type= "void" >
</return>
<argument index= "0" name= "name" type= "String" >
</argument>
<description >
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Adds a bone, with name [code]name[/code]. [method get_bone_count] will become the bone index.
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</description>
</method>
<method name= "bind_child_node_to_bone" >
<return type= "void" >
</return>
<argument index= "0" name= "bone_idx" type= "int" >
</argument>
<argument index= "1" name= "node" type= "Node" >
</argument>
<description >
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[i]Deprecated soon.[/i]
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</description>
</method>
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<method name= "bone_transform_to_world_transform" >
<return type= "Transform" >
</return>
<argument index= "0" name= "bone_transform" type= "Transform" >
</argument>
<description >
Takes the given bone pose/transform and converts it to a world transform, relative to the [Skeleton3D] node.
This is useful for using the bone transform in calculations with transforms from [Node3D]-based nodes.
</description>
</method>
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<method name= "clear_bones" >
<return type= "void" >
</return>
<description >
Clear all the bones in this skeleton.
</description>
</method>
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<method name= "clear_bones_global_pose_override" >
<return type= "void" >
</return>
<description >
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Removes the global pose override on all bones in the skeleton.
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</description>
</method>
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<method name= "find_bone" qualifiers= "const" >
<return type= "int" >
</return>
<argument index= "0" name= "name" type= "String" >
</argument>
<description >
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Returns the bone index that matches [code]name[/code] as its name.
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</description>
</method>
<method name= "get_bone_count" qualifiers= "const" >
<return type= "int" >
</return>
<description >
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Returns the amount of bones in the skeleton.
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</description>
</method>
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<method name= "get_bone_custom_pose" qualifiers= "const" >
<return type= "Transform" >
</return>
<argument index= "0" name= "bone_idx" type= "int" >
</argument>
<description >
Returns the custom pose of the specified bone. Custom pose is applied on top of the rest pose.
</description>
</method>
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<method name= "get_bone_global_pose" qualifiers= "const" >
<return type= "Transform" >
</return>
<argument index= "0" name= "bone_idx" type= "int" >
</argument>
<description >
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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.
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</description>
</method>
<method name= "get_bone_name" qualifiers= "const" >
<return type= "String" >
</return>
<argument index= "0" name= "bone_idx" type= "int" >
</argument>
<description >
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Returns the name of the bone at index [code]index[/code].
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</description>
</method>
<method name= "get_bone_parent" qualifiers= "const" >
<return type= "int" >
</return>
<argument index= "0" name= "bone_idx" type= "int" >
</argument>
<description >
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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].
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</description>
</method>
<method name= "get_bone_pose" qualifiers= "const" >
<return type= "Transform" >
</return>
<argument index= "0" name= "bone_idx" type= "int" >
</argument>
<description >
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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.
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</description>
</method>
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<method name= "get_bone_process_orders" >
<return type= "PackedInt32Array" >
</return>
<description >
</description>
</method>
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<method name= "get_bone_rest" qualifiers= "const" >
<return type= "Transform" >
</return>
<argument index= "0" name= "bone_idx" type= "int" >
</argument>
<description >
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Returns the rest transform for a bone [code]bone_idx[/code].
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</description>
</method>
<method name= "get_bound_child_nodes_to_bone" qualifiers= "const" >
<return type= "Array" >
</return>
<argument index= "0" name= "bone_idx" type= "int" >
</argument>
<description >
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[i]Deprecated soon.[/i]
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</description>
</method>
<method name= "is_bone_rest_disabled" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "bone_idx" type= "int" >
</argument>
<description >
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Returns whether the bone rest for the bone at [code]bone_idx[/code] is disabled.
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</description>
</method>
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<method name= "localize_rests" >
<return type= "void" >
</return>
<description >
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Returns all bones in the skeleton to their rest poses.
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</description>
</method>
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<method name= "physical_bones_add_collision_exception" >
<return type= "void" >
</return>
<argument index= "0" name= "exception" type= "RID" >
</argument>
<description >
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Adds a collision exception to the physical bone.
Works just like the [RigidBody3D] node.
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</description>
</method>
<method name= "physical_bones_remove_collision_exception" >
<return type= "void" >
</return>
<argument index= "0" name= "exception" type= "RID" >
</argument>
<description >
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Removes a collision exception to the physical bone.
Works just like the [RigidBody3D] node.
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</description>
</method>
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<method name= "physical_bones_start_simulation" >
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<return type= "void" >
</return>
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<argument index= "0" name= "bones" type= "StringName[]" default= "[ ]" >
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</argument>
<description >
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Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and reacting to the physics world.
Optionally, a list of bone names can be passed-in, allowing only the passed-in bones to be simulated.
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</description>
</method>
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<method name= "physical_bones_stop_simulation" >
<return type= "void" >
</return>
<description >
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Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating.
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</description>
</method>
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<method name= "register_skin" >
<return type= "SkinReference" >
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</return>
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<argument index= "0" name= "skin" type= "Skin" >
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</argument>
<description >
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Binds the given Skin to the Skeleton.
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</description>
</method>
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<method name= "set_bone_custom_pose" >
<return type= "void" >
</return>
<argument index= "0" name= "bone_idx" type= "int" >
</argument>
<argument index= "1" name= "custom_pose" type= "Transform" >
</argument>
<description >
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Sets the custom pose transform, [code]custom_pose[/code], for the bone at [code]bone_idx[/code]. This pose is an addition to the bone rest pose.
[b]Note[/b]: The pose transform needs to be in bone space. Use [method world_transform_to_bone_transform] to convert a world transform, like one you can get from a [Node3D], to bone space.
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</description>
</method>
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<method name= "set_bone_disable_rest" >
<return type= "void" >
</return>
<argument index= "0" name= "bone_idx" type= "int" >
</argument>
<argument index= "1" name= "disable" type= "bool" >
</argument>
<description >
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Disables the rest pose for the bone at [code]bone_idx[/code] if [code]true[/code], enables the bone rest if [code]false[/code].
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</description>
</method>
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<method name= "set_bone_global_pose_override" >
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<return type= "void" >
</return>
<argument index= "0" name= "bone_idx" type= "int" >
</argument>
<argument index= "1" name= "pose" type= "Transform" >
</argument>
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<argument index= "2" name= "amount" type= "float" >
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</argument>
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<argument index= "3" name= "persistent" type= "bool" default= "false" >
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</argument>
<description >
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Sets the global pose transform, [code]pose[/code], for the bone at [code]bone_idx[/code].
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[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.
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[b]Note[/b]: The pose transform needs to be in bone space. Use [method world_transform_to_bone_transform] to convert a world transform, like one you can get from a [Node3D], to bone space.
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</description>
</method>
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<method name= "set_bone_parent" >
<return type= "void" >
</return>
<argument index= "0" name= "bone_idx" type= "int" >
</argument>
<argument index= "1" name= "parent_idx" type= "int" >
</argument>
<description >
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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].
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</description>
</method>
<method name= "set_bone_pose" >
<return type= "void" >
</return>
<argument index= "0" name= "bone_idx" type= "int" >
</argument>
<argument index= "1" name= "pose" type= "Transform" >
</argument>
<description >
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Sets the pose transform for bone [code]bone_idx[/code].
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[b]Note[/b]: The pose transform needs to be in bone space. Use [method world_transform_to_bone_transform] to convert a world transform, like one you can get from a [Node3D], to bone space.
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</description>
</method>
<method name= "set_bone_rest" >
<return type= "void" >
</return>
<argument index= "0" name= "bone_idx" type= "int" >
</argument>
<argument index= "1" name= "rest" type= "Transform" >
</argument>
<description >
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Sets the rest transform for bone [code]bone_idx[/code].
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</description>
</method>
<method name= "unbind_child_node_from_bone" >
<return type= "void" >
</return>
<argument index= "0" name= "bone_idx" type= "int" >
</argument>
<argument index= "1" name= "node" type= "Node" >
</argument>
<description >
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[i]Deprecated soon.[/i]
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</description>
</method>
<method name= "unparent_bone_and_rest" >
<return type= "void" >
</return>
<argument index= "0" name= "bone_idx" type= "int" >
</argument>
<description >
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Unparents the bone at [code]bone_idx[/code] and sets its rest position to that of its parent prior to being reset.
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</description>
</method>
<method name= "world_transform_to_bone_transform" >
<return type= "Transform" >
</return>
<argument index= "0" name= "world_transform" type= "Transform" >
</argument>
<description >
Takes the given world transform, relative to the [Skeleton3D], and converts it to a bone pose/transform.
This is useful for using setting bone poses using transforms from [Node3D]-based nodes.
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</description>
</method>
</methods>
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<members >
<member name= "animate_physical_bones" type= "bool" setter= "set_animate_physical_bones" getter= "get_animate_physical_bones" default= "true" >
</member>
</members>
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<signals >
<signal name= "pose_updated" >
<description >
</description>
</signal>
</signals>
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<constants >
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<constant name= "NOTIFICATION_UPDATE_SKELETON" value= "50" >
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</constant>
</constants>
</class>