godot/doc/classes/AnimationNodeBlendSpace2D.xml
Hugo Locurcio b087538119
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationNodeBlendSpace2D" inherits="AnimationRootNode" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Blends linearly between three [AnimationNode] of any type placed in a 2D space.
</brief_description>
<description>
A resource to add to an [AnimationNodeBlendTree].
This node allows you to blend linearly between three animations using a [Vector2] weight.
You can add vertices to the blend space with [method add_blend_point] and automatically triangulate it by setting [member auto_triangles] to [code]true[/code]. Otherwise, use [method add_triangle] and [method remove_triangle] to create up the blend space by hand.
</description>
<tutorials>
<link title="AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
<method name="add_blend_point">
<return type="void" />
<argument index="0" name="node" type="AnimationRootNode" />
<argument index="1" name="pos" type="Vector2" />
<argument index="2" name="at_index" type="int" default="-1" />
<description>
Adds a new point that represents a [code]node[/code] at the position set by [code]pos[/code]. You can insert it at a specific index using the [code]at_index[/code] argument. If you use the default value for [code]at_index[/code], the point is inserted at the end of the blend points array.
</description>
</method>
<method name="add_triangle">
<return type="void" />
<argument index="0" name="x" type="int" />
<argument index="1" name="y" type="int" />
<argument index="2" name="z" type="int" />
<argument index="3" name="at_index" type="int" default="-1" />
<description>
Creates a new triangle using three points [code]x[/code], [code]y[/code], and [code]z[/code]. Triangles can overlap. You can insert the triangle at a specific index using the [code]at_index[/code] argument. If you use the default value for [code]at_index[/code], the point is inserted at the end of the blend points array.
</description>
</method>
<method name="get_blend_point_count" qualifiers="const">
<return type="int" />
<description>
Returns the number of points in the blend space.
</description>
</method>
<method name="get_blend_point_node" qualifiers="const">
<return type="AnimationRootNode" />
<argument index="0" name="point" type="int" />
<description>
Returns the [AnimationRootNode] referenced by the point at index [code]point[/code].
</description>
</method>
<method name="get_blend_point_position" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="point" type="int" />
<description>
Returns the position of the point at index [code]point[/code].
</description>
</method>
<method name="get_triangle_count" qualifiers="const">
<return type="int" />
<description>
Returns the number of triangles in the blend space.
</description>
</method>
<method name="get_triangle_point">
<return type="int" />
<argument index="0" name="triangle" type="int" />
<argument index="1" name="point" type="int" />
<description>
Returns the position of the point at index [code]point[/code] in the triangle of index [code]triangle[/code].
</description>
</method>
<method name="remove_blend_point">
<return type="void" />
<argument index="0" name="point" type="int" />
<description>
Removes the point at index [code]point[/code] from the blend space.
</description>
</method>
<method name="remove_triangle">
<return type="void" />
<argument index="0" name="triangle" type="int" />
<description>
Removes the triangle at index [code]triangle[/code] from the blend space.
</description>
</method>
<method name="set_blend_point_node">
<return type="void" />
<argument index="0" name="point" type="int" />
<argument index="1" name="node" type="AnimationRootNode" />
<description>
Changes the [AnimationNode] referenced by the point at index [code]point[/code].
</description>
</method>
<method name="set_blend_point_position">
<return type="void" />
<argument index="0" name="point" type="int" />
<argument index="1" name="pos" type="Vector2" />
<description>
Updates the position of the point at index [code]point[/code] on the blend axis.
</description>
</method>
</methods>
<members>
<member name="auto_triangles" type="bool" setter="set_auto_triangles" getter="get_auto_triangles" default="true">
If [code]true[/code], the blend space is triangulated automatically. The mesh updates every time you add or remove points with [method add_blend_point] and [method remove_blend_point].
</member>
<member name="blend_mode" type="int" setter="set_blend_mode" getter="get_blend_mode" enum="AnimationNodeBlendSpace2D.BlendMode" default="0">
Controls the interpolation between animations. See [enum BlendMode] constants.
</member>
<member name="max_space" type="Vector2" setter="set_max_space" getter="get_max_space" default="Vector2( 1, 1 )">
The blend space's X and Y axes' upper limit for the points' position. See [method add_blend_point].
</member>
<member name="min_space" type="Vector2" setter="set_min_space" getter="get_min_space" default="Vector2( -1, -1 )">
The blend space's X and Y axes' lower limit for the points' position. See [method add_blend_point].
</member>
<member name="snap" type="Vector2" setter="set_snap" getter="get_snap" default="Vector2( 0.1, 0.1 )">
Position increment to snap to when moving a point.
</member>
<member name="x_label" type="String" setter="set_x_label" getter="get_x_label" default="&quot;x&quot;">
Name of the blend space's X axis.
</member>
<member name="y_label" type="String" setter="set_y_label" getter="get_y_label" default="&quot;y&quot;">
Name of the blend space's Y axis.
</member>
</members>
<signals>
<signal name="triangles_updated">
<description>
Emitted every time the blend space's triangles are created, removed, or when one of their vertices changes position.
</description>
</signal>
</signals>
<constants>
<constant name="BLEND_MODE_INTERPOLATED" value="0" enum="BlendMode">
The interpolation between animations is linear.
</constant>
<constant name="BLEND_MODE_DISCRETE" value="1" enum="BlendMode">
The blend space plays the animation of the node the blending position is closest to. Useful for frame-by-frame 2D animations.
</constant>
<constant name="BLEND_MODE_DISCRETE_CARRY" value="2" enum="BlendMode">
Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at the last animation's playback position.
</constant>
</constants>
</class>