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24905becb2
* Added helper functions to Skeleton3D for converting transforms from bone space to global space, and vice versa. * Updated the Skeleton3D class reference. * Changed the icon used for bones in the Skeleton3D inspector to use BoneAttachement3D's icon. * Changed the Skeleton3D inspector to use EditorPropertyTransform and EditorPropertyVector3 when possible. * Placed the Transform/Matrix for each bone in a sub-section, so it is visually similar to the Node3D inspector.
327 lines
11 KiB
XML
327 lines
11 KiB
XML
<?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>
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Skeleton for characters and animated objects.
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</brief_description>
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<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.
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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>
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<tutorials>
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</tutorials>
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<methods>
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<method name="add_bone">
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<return type="void">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<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>
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</method>
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<method name="bind_child_node_to_bone">
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<return type="void">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<argument index="1" name="node" type="Node">
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</argument>
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<description>
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[i]Deprecated soon.[/i]
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</description>
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</method>
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<method name="bone_transform_to_world_transform">
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<return type="Transform">
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</return>
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<argument index="0" name="bone_transform" type="Transform">
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</argument>
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<description>
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Takes the given bone pose/transform and converts it to a world transform, relative to the [Skeleton3D] node.
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This is useful for using the bone transform in calculations with transforms from [Node3D]-based nodes.
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</description>
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</method>
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<method name="clear_bones">
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<return type="void">
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</return>
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<description>
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Clear all the bones in this skeleton.
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</description>
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</method>
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<method name="clear_bones_global_pose_override">
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<return type="void">
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</return>
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<description>
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Removes the global pose override on all bones in the skeleton.
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</description>
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</method>
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<method name="find_bone" qualifiers="const">
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<return type="int">
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</return>
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<argument index="0" name="name" type="String">
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</argument>
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<description>
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Returns the bone index that matches [code]name[/code] as its name.
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</description>
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</method>
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<method name="get_bone_count" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Returns the amount of bones in the skeleton.
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</description>
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</method>
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<method name="get_bone_custom_pose" qualifiers="const">
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<return type="Transform">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<description>
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Returns the custom pose of the specified bone. Custom pose is applied on top of the rest pose.
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</description>
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</method>
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<method name="get_bone_global_pose" qualifiers="const">
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<return type="Transform">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<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>
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</method>
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<method name="get_bone_name" qualifiers="const">
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<return type="String">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<description>
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Returns the name of the bone at index [code]index[/code].
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</description>
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</method>
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<method name="get_bone_parent" qualifiers="const">
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<return type="int">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<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.
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[b]Note:[/b] The parent bone returned will always be less than [code]bone_idx[/code].
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</description>
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</method>
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<method name="get_bone_pose" qualifiers="const">
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<return type="Transform">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<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>
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</method>
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<method name="get_bone_process_orders">
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<return type="PackedInt32Array">
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</return>
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<description>
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</description>
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</method>
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<method name="get_bone_rest" qualifiers="const">
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<return type="Transform">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<description>
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Returns the rest transform for a bone [code]bone_idx[/code].
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</description>
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</method>
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<method name="get_bound_child_nodes_to_bone" qualifiers="const">
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<return type="Array">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<description>
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[i]Deprecated soon.[/i]
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</description>
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</method>
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<method name="is_bone_rest_disabled" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<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>
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</method>
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<method name="localize_rests">
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<return type="void">
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</return>
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<description>
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Returns all bones in the skeleton to their rest poses.
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</description>
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</method>
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<method name="physical_bones_add_collision_exception">
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<return type="void">
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</return>
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<argument index="0" name="exception" type="RID">
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</argument>
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<description>
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Adds a collision exception to the physical bone.
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Works just like the [RigidBody3D] node.
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</description>
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</method>
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<method name="physical_bones_remove_collision_exception">
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<return type="void">
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</return>
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<argument index="0" name="exception" type="RID">
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</argument>
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<description>
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Removes a collision exception to the physical bone.
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Works just like the [RigidBody3D] node.
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</description>
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</method>
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<method name="physical_bones_start_simulation">
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<return type="void">
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</return>
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<argument index="0" name="bones" type="StringName[]" default="[ ]">
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</argument>
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<description>
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Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and reacting to the physics world.
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Optionally, a list of bone names can be passed-in, allowing only the passed-in bones to be simulated.
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</description>
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</method>
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<method name="physical_bones_stop_simulation">
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<return type="void">
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</return>
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<description>
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Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating.
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</description>
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</method>
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<method name="register_skin">
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<return type="SkinReference">
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</return>
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<argument index="0" name="skin" type="Skin">
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</argument>
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<description>
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Binds the given Skin to the Skeleton.
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</description>
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</method>
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<method name="set_bone_custom_pose">
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<return type="void">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<argument index="1" name="custom_pose" type="Transform">
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</argument>
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<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.
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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>
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</method>
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<method name="set_bone_disable_rest">
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<return type="void">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<argument index="1" name="disable" type="bool">
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</argument>
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<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>
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</method>
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<method name="set_bone_global_pose_override">
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<return type="void">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<argument index="1" name="pose" type="Transform">
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</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>
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<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 strengh 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>
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</method>
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<method name="set_bone_parent">
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<return type="void">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<argument index="1" name="parent_idx" type="int">
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</argument>
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<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.
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[b]Note:[/b] [code]parent_idx[/code] must be less than [code]bone_idx[/code].
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</description>
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</method>
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<method name="set_bone_pose">
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<return type="void">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<argument index="1" name="pose" type="Transform">
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</argument>
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<description>
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Returns 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>
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</method>
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<method name="set_bone_rest">
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<return type="void">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<argument index="1" name="rest" type="Transform">
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</argument>
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<description>
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Sets the rest transform for bone [code]bone_idx[/code].
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</description>
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</method>
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<method name="unbind_child_node_from_bone">
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<return type="void">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<argument index="1" name="node" type="Node">
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</argument>
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<description>
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[i]Deprecated soon.[/i]
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</description>
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</method>
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<method name="unparent_bone_and_rest">
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<return type="void">
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</return>
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<argument index="0" name="bone_idx" type="int">
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</argument>
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<description>
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Unparents the bone at [code]bone_idx[/code] and sets its rest position to that of it's parent prior to being reset.
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</description>
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</method>
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<method name="world_transform_to_bone_transform">
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<return type="Transform">
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</return>
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<argument index="0" name="world_transform" type="Transform">
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</argument>
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<description>
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Takes the given world transform, relative to the [Skeleton3D], and converts it to a bone pose/transform.
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This is useful for using setting bone poses using transforms from [Node3D]-based nodes.
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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="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true">
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</member>
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</members>
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<signals>
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<signal name="pose_updated">
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<description>
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="NOTIFICATION_UPDATE_SKELETON" value="50">
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</constant>
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</constants>
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</class>
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