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fd25bb50ab
Removes all 3D modification resources. SkeletonIK3D is a node and still supported. Remove deprecated Skeleton3D functionality for 4.0, so we can add it back in 4.x. Remove local_pose_override feature from Skeleton3D and BoneAttachment3D. Expose Skeleton3D::get_version() so IK scripts/extensions can cache bones. Note: This change only affects 3D. SkeletonModification2D will work as before.
59 lines
3.2 KiB
XML
59 lines
3.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="BoneAttachment3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A node that will attach to a bone.
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</brief_description>
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<description>
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This node will allow you to select a bone for this node to attach to. The BoneAttachment3D node can copy the transform of the select bone, or can override the transform of the selected bone.
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The BoneAttachment3D node must either be a child of a [Skeleton3D] node or be given an external [Skeleton3D] to use in order to function properly.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_external_skeleton" qualifiers="const">
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<return type="NodePath" />
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<description>
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Returns the [NodePath] to the external [Skeleton3D] node, if one has been set.
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</description>
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</method>
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<method name="get_use_external_skeleton" qualifiers="const">
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<return type="bool" />
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<description>
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Returns whether the BoneAttachment3D node is using an external [Skeleton3D] rather than attempting to use its parent node as the [Skeleton3D].
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</description>
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</method>
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<method name="on_bone_pose_update">
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<return type="void" />
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<param index="0" name="bone_index" type="int" />
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<description>
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A function that is called automatically when the [Skeleton3D] the BoneAttachment3D node is using has a bone that has changed its pose. This function is where the BoneAttachment3D node updates its position so it is correctly bound when it is [i]not[/i] set to override the bone pose.
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</description>
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</method>
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<method name="set_external_skeleton">
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<return type="void" />
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<param index="0" name="external_skeleton" type="NodePath" />
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<description>
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Sets the [NodePath] to the external skeleton that the BoneAttachment3D node should use. The external [Skeleton3D] node is only used when [code]use_external_skeleton[/code] is set to [code]true[/code].
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</description>
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</method>
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<method name="set_use_external_skeleton">
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<return type="void" />
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<param index="0" name="use_external_skeleton" type="bool" />
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<description>
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Sets whether the BoneAttachment3D node will use an extenral [Skeleton3D] node rather than attenpting to use its parent node as the [Skeleton3D]. When set to [code]true[/code], the BoneAttachment3D node will use the external [Skeleton3D] node set in [code]set_external_skeleton[/code].
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</description>
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</method>
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</methods>
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<members>
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<member name="bone_idx" type="int" setter="set_bone_idx" getter="get_bone_idx" default="-1">
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The index of the attached bone.
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</member>
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<member name="bone_name" type="String" setter="set_bone_name" getter="get_bone_name" default="""">
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The name of the attached bone.
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</member>
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<member name="override_pose" type="bool" setter="set_override_pose" getter="get_override_pose" default="false">
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Whether the BoneAttachment3D node will override the bone pose of the bone it is attached to. When set to [code]true[/code], the BoneAttachment3D node can change the pose of the bone. When set to [code]false[/code], the BoneAttachment3D will always be set to the bone's transform.
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</member>
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</members>
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</class>
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