godot/doc/classes/AnimationNode.xml
2018-11-26 11:21:06 +01:00

239 lines
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationNode" inherits="Resource" category="Core" version="3.1">
<brief_description>
Base resource for [AnimationTree] nodes.
</brief_description>
<description>
Base resource for [AnimationTree] nodes. In general it's not used directly but you can create custom ones with custom blending formulas.
Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="add_input">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Add an input to the node. This is only useful for nodes created for use in an [AnimationNodeBlendTree]
</description>
</method>
<method name="blend_animation">
<return type="void">
</return>
<argument index="0" name="animation" type="String">
</argument>
<argument index="1" name="time" type="float">
</argument>
<argument index="2" name="delta" type="float">
</argument>
<argument index="3" name="seeked" type="bool">
</argument>
<argument index="4" name="blend" type="float">
</argument>
<description>
Blend an animation by "blend" amount (name must be valid in the linked [AnimationPlayer]). A time and delta mas be passed, as well as whether seek happened.
</description>
</method>
<method name="blend_input">
<return type="float">
</return>
<argument index="0" name="input_index" type="int">
</argument>
<argument index="1" name="time" type="float">
</argument>
<argument index="2" name="seek" type="bool">
</argument>
<argument index="3" name="blend" type="float">
</argument>
<argument index="4" name="filter" type="int" enum="AnimationNode.FilterAction" default="0">
</argument>
<argument index="5" name="optimize" type="bool" default="true">
</argument>
<description>
Blend an input. This is only useful for nodes created for an AnimationBlendTree. Time is a delta, unless "seek" is true, in which case it is absolute. A filter mode may be optionally passed.
</description>
</method>
<method name="blend_node">
<return type="float">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="node" type="AnimationNode">
</argument>
<argument index="2" name="time" type="float">
</argument>
<argument index="3" name="seek" type="bool">
</argument>
<argument index="4" name="blend" type="float">
</argument>
<argument index="5" name="filter" type="int" enum="AnimationNode.FilterAction" default="0">
</argument>
<argument index="6" name="optimize" type="bool" default="true">
</argument>
<description>
Blend another animaiton node (in case this node contains children animation nodes). This function is only useful if you inherit from [AnimationRootNode] instead, else editors will not display your node for addition.
</description>
</method>
<method name="get_caption" qualifiers="virtual">
<return type="String">
</return>
<description>
Get the text caption for this node (used by some editors)
</description>
</method>
<method name="get_child_by_name" qualifiers="virtual">
<return type="Object">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Get the a child node by index (used by editors inheriting from [AnimationRootNode]).
</description>
</method>
<method name="get_child_nodes" qualifiers="virtual">
<return type="Dictionary">
</return>
<description>
Get all children nodes, in order as a name:node dictionary. Only useful when inheriting [AnimationRootNode].
</description>
</method>
<method name="get_input_count" qualifiers="const">
<return type="int">
</return>
<description>
Amount of inputs in this node, only useful for nodes that go into [AnimationBlendTree].
</description>
</method>
<method name="get_input_name">
<return type="String">
</return>
<argument index="0" name="input" type="int">
</argument>
<description>
Get the name of an input by index.
</description>
</method>
<method name="get_parameter" qualifiers="const">
<return type="Variant">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Get the value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.
</description>
</method>
<method name="get_parameter_default_value" qualifiers="virtual">
<return type="Variant">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Get the default value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.
</description>
</method>
<method name="get_parameter_list" qualifiers="virtual">
<return type="Array">
</return>
<description>
Get the property information for parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.
Format is similar to [Object.get_property_list]
</description>
</method>
<method name="has_filter" qualifiers="virtual">
<return type="String">
</return>
<description>
Return true whether you want the blend tree editor to display filter editing on this node.
</description>
</method>
<method name="is_path_filtered" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="path" type="NodePath">
</argument>
<description>
Return true wether a given path is filtered.
</description>
</method>
<method name="process" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="time" type="float">
</argument>
<argument index="1" name="seek" type="bool">
</argument>
<description>
Called when a custom node is processed. The argument "time" is relative, unless "seek" is true (in which case it is absolute).
Here, call the [method blend_input], [method blend_node] or [method blend_animation] functions.
You can also use [method get_parameter] and [method set_parameter] to modify local memory.
This function returns the time left for the current animation to finish (if unsure, just pass the value from the main blend being called).
</description>
</method>
<method name="remove_input">
<return type="void">
</return>
<argument index="0" name="index" type="int">
</argument>
<description>
Remove an input, call this only when inactive.
</description>
</method>
<method name="set_filter_path">
<return type="void">
</return>
<argument index="0" name="path" type="NodePath">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
Add/Remove a path for the filter.
</description>
</method>
<method name="set_parameter">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="value" type="Variant">
</argument>
<description>
Set a custom parameter. These are used as local storage, because resources can be reused across the tree or scenes.
</description>
</method>
</methods>
<members>
<member name="filter_enabled" type="bool" setter="set_filter_enabled" getter="is_filter_enabled">
Return whether filtering is enabled.
</member>
</members>
<signals>
<signal name="removed_from_graph">
<description>
Called when the node was removed from the graph.
</description>
</signal>
<signal name="tree_changed">
<description>
</description>
</signal>
</signals>
<constants>
<constant name="FILTER_IGNORE" value="0" enum="FilterAction">
Do not use filtering.
</constant>
<constant name="FILTER_PASS" value="1" enum="FilterAction">
Paths matching the filter will be allowed to pass.
</constant>
<constant name="FILTER_STOP" value="2" enum="FilterAction">
Paths matching the filter will be discarded.
</constant>
<constant name="FILTER_BLEND" value="3" enum="FilterAction">
Paths matching the filter will be blended (by the blend value).
</constant>
</constants>
</class>