godot/doc/classes/AnimationTreePlayer.xml
2019-04-19 11:03:46 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationTreePlayer" inherits="Node" category="Core" version="3.2">
<brief_description>
Animation Player that uses a node graph for blending Animations.
</brief_description>
<description>
A node graph tool for blending multiple animations bound to an [AnimationPlayer]. Especially useful for animating characters or other skeleton-based rigs. It can combine several animations to form a desired pose.
It takes [Animation]s from an [AnimationPlayer] node and mixes them depending on the graph.
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_node">
<return type="void">
</return>
<argument index="0" name="type" type="int" enum="AnimationTreePlayer.NodeType">
</argument>
<argument index="1" name="id" type="String">
</argument>
<description>
Adds a [code]type[/code] node to the graph with name [code]id[/code].
</description>
</method>
<method name="advance">
<return type="void">
</return>
<argument index="0" name="delta" type="float">
</argument>
<description>
Shifts position in the animation timeline. Delta is the time in seconds to shift. Events between the current frame and [code]delta[/code] are handled.
</description>
</method>
<method name="animation_node_get_animation" qualifiers="const">
<return type="Animation">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the [AnimationPlayer]'s [Animation] bound to the [AnimationTreePlayer]'s animation node with name [code]id[/code].
</description>
</method>
<method name="animation_node_get_master_animation" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the name of the [member master_player]'s [Animation] bound to this animation node.
</description>
</method>
<method name="animation_node_get_position" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
</description>
</method>
<method name="animation_node_set_animation">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="animation" type="Animation">
</argument>
<description>
Binds a new [Animation] from the [member master_player] to the [AnimationTreePlayer]'s animation node with name [code]id[/code].
</description>
</method>
<method name="animation_node_set_filter_path">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="path" type="NodePath">
</argument>
<argument index="2" name="enable" type="bool">
</argument>
<description>
If [code]enable[/code] is [code]true[/code], the animation node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate.
</description>
</method>
<method name="animation_node_set_master_animation">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="source" type="String">
</argument>
<description>
Binds the [Animation] named [code]source[/code] from [member master_player] to the animation node [code]id[/code]. Recalculates caches.
</description>
</method>
<method name="are_nodes_connected" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="dst_id" type="String">
</argument>
<argument index="2" name="dst_input_idx" type="int">
</argument>
<description>
Returns whether node [code]id[/code] and [code]dst_id[/code] are connected at the specified slot.
</description>
</method>
<method name="blend2_node_get_amount" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the blend amount of a Blend2 node given its name.
</description>
</method>
<method name="blend2_node_set_amount">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="blend" type="float">
</argument>
<description>
Sets the blend amount of a Blend2 node given its name and value.
A Blend2 Node blends two animations with the amount between 0 and 1.
At 0, Output is input a.
Towards 1, the influence of a gets lessened, the influence of b gets raised.
At 1, Output is input b.
</description>
</method>
<method name="blend2_node_set_filter_path">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="path" type="NodePath">
</argument>
<argument index="2" name="enable" type="bool">
</argument>
<description>
If [code]enable[/code] is [code]true[/code], the blend2 node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate.
</description>
</method>
<method name="blend3_node_get_amount" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the blend amount of a Blend3 node given its name.
</description>
</method>
<method name="blend3_node_set_amount">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="blend" type="float">
</argument>
<description>
Sets the blend amount of a Blend3 node given its name and value.
A Blend3 Node blends three animations with the amount between -1 and 1.
At -1, Output is input b-.
From -1 to 0, the influence of b- gets lessened, the influence of a gets raised and the influence of b+ is 0.
At 0, Output is input a.
From 0 to 1, the influence of a gets lessened, the influence of b+ gets raised and the influence of b+ is 0.
At 1, Output is input b+.
</description>
</method>
<method name="blend4_node_get_amount" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the blend amount of a Blend4 node given its name.
</description>
</method>
<method name="blend4_node_set_amount">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="blend" type="Vector2">
</argument>
<description>
Sets the blend amount of a Blend4 node given its name and value.
A Blend4 Node blends two pairs of animations.
The two pairs are blended like blend2 and then added together.
</description>
</method>
<method name="connect_nodes">
<return type="int" enum="Error">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="dst_id" type="String">
</argument>
<argument index="2" name="dst_input_idx" type="int">
</argument>
<description>
Connects node [code]id[/code] to [code]dst_id[/code] at the specified input slot.
</description>
</method>
<method name="disconnect_nodes">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="dst_input_idx" type="int">
</argument>
<description>
Disconnects nodes connected to [code]id[/code] at the specified input slot.
</description>
</method>
<method name="get_node_list">
<return type="PoolStringArray">
</return>
<description>
Returns a [PoolStringArray] containing the name of all nodes.
</description>
</method>
<method name="mix_node_get_amount" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns mix amount of a Mix node given its name.
</description>
</method>
<method name="mix_node_set_amount">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="ratio" type="float">
</argument>
<description>
Sets mix amount of a Mix node given its name and value.
A Mix node adds input b to input a by a the amount given by ratio.
</description>
</method>
<method name="node_exists" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="node" type="String">
</argument>
<description>
Check if a node exists (by name).
</description>
</method>
<method name="node_get_input_count" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Return the input count for a given node. Different types of nodes have different amount of inputs.
</description>
</method>
<method name="node_get_input_source" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="idx" type="int">
</argument>
<description>
Return the input source for a given node input.
</description>
</method>
<method name="node_get_position" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns position of a node in the graph given its name.
</description>
</method>
<method name="node_get_type" qualifiers="const">
<return type="int" enum="AnimationTreePlayer.NodeType">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Get the node type, will return from NODE_* enum.
</description>
</method>
<method name="node_rename">
<return type="int" enum="Error">
</return>
<argument index="0" name="node" type="String">
</argument>
<argument index="1" name="new_name" type="String">
</argument>
<description>
Rename a node in the graph.
</description>
</method>
<method name="node_set_position">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="screen_position" type="Vector2">
</argument>
<description>
Sets position of a node in the graph given its name and position.
</description>
</method>
<method name="oneshot_node_get_autorestart_delay" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns autostart delay of a OneShot node given its name.
</description>
</method>
<method name="oneshot_node_get_autorestart_random_delay" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns autostart random delay of a OneShot node given its name.
</description>
</method>
<method name="oneshot_node_get_fadein_time" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns fade in time of a OneShot node given its name.
</description>
</method>
<method name="oneshot_node_get_fadeout_time" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns fade out time of a OneShot node given its name.
</description>
</method>
<method name="oneshot_node_has_autorestart" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns whether a OneShot node will auto restart given its name.
</description>
</method>
<method name="oneshot_node_is_active" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns whether a OneShot node is active given its name.
</description>
</method>
<method name="oneshot_node_set_autorestart">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
Sets autorestart property of a OneShot node given its name and value.
</description>
</method>
<method name="oneshot_node_set_autorestart_delay">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="delay_sec" type="float">
</argument>
<description>
Sets autorestart delay of a OneShot node given its name and value in seconds.
</description>
</method>
<method name="oneshot_node_set_autorestart_random_delay">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="rand_sec" type="float">
</argument>
<description>
Sets autorestart random delay of a OneShot node given its name and value in seconds.
</description>
</method>
<method name="oneshot_node_set_fadein_time">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="time_sec" type="float">
</argument>
<description>
Sets fade in time of a OneShot node given its name and value in seconds.
</description>
</method>
<method name="oneshot_node_set_fadeout_time">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="time_sec" type="float">
</argument>
<description>
Sets fade out time of a OneShot node given its name and value in seconds.
</description>
</method>
<method name="oneshot_node_set_filter_path">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="path" type="NodePath">
</argument>
<argument index="2" name="enable" type="bool">
</argument>
<description>
If [code]enable[/code] is [code]true[/code], the oneshot node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate.
</description>
</method>
<method name="oneshot_node_start">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Starts a OneShot node given its name.
</description>
</method>
<method name="oneshot_node_stop">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Stops the OneShot node with name [code]id[/code].
</description>
</method>
<method name="recompute_caches">
<return type="void">
</return>
<description>
Manually recalculates the cache of track information generated from animation nodes. Needed when external sources modify the animation nodes' state.
</description>
</method>
<method name="remove_node">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Removes the animation node with name [code]id[/code].
</description>
</method>
<method name="reset">
<return type="void">
</return>
<description>
Resets this [AnimationTreePlayer].
</description>
</method>
<method name="timescale_node_get_scale" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns time scale value of the TimeScale node with name [code]id[/code].
</description>
</method>
<method name="timescale_node_set_scale">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="scale" type="float">
</argument>
<description>
Sets the time scale of the TimeScale node with name [code]id[/code] to [code]scale[/code].
The timescale node is used to speed [Animation]s up if the scale is above 1 or slow them down if it is below 1.
If applied after a blend or mix, affects all input animations to that blend or mix.
</description>
</method>
<method name="timeseek_node_seek">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="seconds" type="float">
</argument>
<description>
Sets the time seek value of the TimeSeek node with name [code]id[/code] to [code]seconds[/code]
This functions as a seek in the [Animation] or the blend or mix of [Animation]s input in it.
</description>
</method>
<method name="transition_node_delete_input">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="input_idx" type="int">
</argument>
<description>
Deletes the input at [code]input_idx[/code] for the transition node with name [code]id[/code].
</description>
</method>
<method name="transition_node_get_current" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the index of the currently evaluated input for the transition node with name [code]id[/code].
</description>
</method>
<method name="transition_node_get_input_count" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the number of inputs for the transition node with name [code]id[/code]. You can add inputs by rightclicking on the transition node.
</description>
</method>
<method name="transition_node_get_xfade_time" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="String">
</argument>
<description>
Returns the cross fade time for the transition node with name [code]id[/code].
</description>
</method>
<method name="transition_node_has_input_auto_advance" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="input_idx" type="int">
</argument>
<description>
Returns [code]true[/code] if the input at [code]input_idx[/code] on transition node with name [code]id[/code] is set to automatically advance to the next input upon completion.
</description>
</method>
<method name="transition_node_set_current">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="input_idx" type="int">
</argument>
<description>
The transition node with name [code]id[/code] sets its current input at [code]input_idx[/code].
</description>
</method>
<method name="transition_node_set_input_auto_advance">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="input_idx" type="int">
</argument>
<argument index="2" name="enable" type="bool">
</argument>
<description>
The transition node with name [code]id[/code] advances to its next input automatically when the input at [code]input_idx[/code] completes.
</description>
</method>
<method name="transition_node_set_input_count">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="count" type="int">
</argument>
<description>
Resizes the number of inputs available for the transition node with name [code]id[/code].
</description>
</method>
<method name="transition_node_set_xfade_time">
<return type="void">
</return>
<argument index="0" name="id" type="String">
</argument>
<argument index="1" name="time_sec" type="float">
</argument>
<description>
The transition node with name [code]id[/code] sets its cross fade time to [code]time_sec[/code].
</description>
</method>
</methods>
<members>
<member name="active" type="bool" setter="set_active" getter="is_active">
If [code]true[/code], the [AnimationTreePlayer] is able to play animations. Default value: [code]false[/code].
</member>
<member name="base_path" type="NodePath" setter="set_base_path" getter="get_base_path">
The node from which to relatively access other nodes. Default value: [code]".."[/code].
It accesses the Bones, so it should point to the same Node the AnimationPlayer would point its Root Node at.
</member>
<member name="master_player" type="NodePath" setter="set_master_player" getter="get_master_player">
The path to the [AnimationPlayer] from which this [AnimationTreePlayer] binds animations to animation nodes.
Once set, Animation nodes can be added to the AnimationTreePlayer.
</member>
<member name="playback_process_mode" type="int" setter="set_animation_process_mode" getter="get_animation_process_mode" enum="AnimationTreePlayer.AnimationProcessMode">
The thread in which to update animations. Default value: [code]ANIMATION_PROCESS_IDLE[/code].
</member>
</members>
<constants>
<constant name="NODE_OUTPUT" value="0" enum="NodeType">
Output node.
</constant>
<constant name="NODE_ANIMATION" value="1" enum="NodeType">
Animation node.
</constant>
<constant name="NODE_ONESHOT" value="2" enum="NodeType">
OneShot node.
</constant>
<constant name="NODE_MIX" value="3" enum="NodeType">
Mix node.
</constant>
<constant name="NODE_BLEND2" value="4" enum="NodeType">
Blend2 node.
</constant>
<constant name="NODE_BLEND3" value="5" enum="NodeType">
Blend3 node.
</constant>
<constant name="NODE_BLEND4" value="6" enum="NodeType">
Blend4 node.
</constant>
<constant name="NODE_TIMESCALE" value="7" enum="NodeType">
TimeScale node.
</constant>
<constant name="NODE_TIMESEEK" value="8" enum="NodeType">
TimeSeek node.
</constant>
<constant name="NODE_TRANSITION" value="9" enum="NodeType">
Transition node.
</constant>
<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessMode">
Process animation during the physics process. This is especially useful when animating physics bodies.
</constant>
<constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessMode">
Process animation during the idle process.
</constant>
</constants>
</class>