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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
82 lines
3.7 KiB
XML
82 lines
3.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Skeleton2D" inherits="Node2D" 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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Skeleton for 2D characters and animated objects.
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</brief_description>
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<description>
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Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones.
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To setup different types of inverse kinematics for the given Skeleton2D, a [SkeletonModificationStack2D] should be created. They can be applied by creating the desired number of modifications, which can be done by increasing [member SkeletonModificationStack2D.modification_count].
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</description>
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<tutorials>
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<link title="2D skeletons">$DOCS_URL/tutorials/animation/2d_skeletons.html</link>
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</tutorials>
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<methods>
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<method name="execute_modifications">
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<return type="void" />
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<argument index="0" name="delta" type="float" />
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<argument index="1" name="execution_mode" type="int" />
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<description>
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Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton3D has one assigned.
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</description>
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</method>
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<method name="get_bone">
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<return type="Bone2D" />
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<argument index="0" name="idx" type="int" />
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<description>
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Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameter [code]idx[/code]. Bones are indexed by descending the node hierarchy from top to bottom, adding the children of each branch before moving to the next sibling.
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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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<description>
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Returns the number of [Bone2D] nodes in the node hierarchy parented by Skeleton2D.
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</description>
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</method>
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<method name="get_bone_local_pose_override">
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<return type="Transform2D" />
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<argument index="0" name="bone_idx" type="int" />
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<description>
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Returns the local pose override transform for [code]bone_idx[/code].
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</description>
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</method>
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<method name="get_modification_stack" qualifiers="const">
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<return type="SkeletonModificationStack2D" />
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<description>
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Returns the [SkeletonModificationStack2D] attached to this skeleton, if one exists.
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</description>
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</method>
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<method name="get_skeleton" qualifiers="const">
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<return type="RID" />
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<description>
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Returns the [RID] of a Skeleton2D instance.
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</description>
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</method>
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<method name="set_bone_local_pose_override">
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<return type="void" />
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<argument index="0" name="bone_idx" type="int" />
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<argument index="1" name="override_pose" type="Transform2D" />
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<argument index="2" name="strength" type="float" />
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<argument index="3" name="persistent" type="bool" />
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<description>
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Sets the local pose transform, [code]pose[/code], for the bone at [code]bone_idx[/code].
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[code]amount[/code] is the interpolation strength 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 a local transform relative to the [Bone2D] node at [code]bone_idx[/code]!
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</description>
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</method>
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<method name="set_modification_stack">
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<return type="void" />
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<argument index="0" name="modification_stack" type="SkeletonModificationStack2D" />
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<description>
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Sets the [SkeletonModificationStack2D] attached to this skeleton.
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</description>
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</method>
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</methods>
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<signals>
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<signal name="bone_setup_changed">
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<description>
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Emitted when the [Bone2D] setup attached to this skeletons changes. This is primarily used internally within the skeleton.
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</description>
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</signal>
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</signals>
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</class>
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