godot/doc/classes/SkeletonModificationStack3D.xml

89 lines
4.3 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="SkeletonModificationStack3D" inherits="Resource" version="4.0">
<brief_description>
A resource that holds a stack of [SkeletonModification3D]s.
</brief_description>
<description>
This resource is used by the Skeleton and holds a stack of [SkeletonModification3D]s. The SkeletonModificationStack3D controls the order of the modifications, which controls how they are applied. Modification order is especially important for full-body IK setups, as you need to execute the modifications in the correct order to get the desired results. For example, you want to execute a modification on the spine [i]before[/i] the arms on a humanoid skeleton.
Additionally, the SkeletonModificationStack3D also controls how strongly the modifications are applied to the [Skeleton3D] node.
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_modification">
<return type="void" />
<argument index="0" name="modification" type="SkeletonModification3D" />
<description>
Adds the passed-in [SkeletonModification3D] to the stack.
</description>
</method>
<method name="delete_modification">
<return type="void" />
<argument index="0" name="mod_idx" type="int" />
<description>
Deletes the [SkeletonModification3D] at the index position [code]mod_idx[/code], if it exists.
</description>
</method>
<method name="enable_all_modifications">
<return type="void" />
<argument index="0" name="enabled" type="bool" />
<description>
Enables all [SkeletonModification3D]s in the stack.
</description>
</method>
<method name="execute">
<return type="void" />
<argument index="0" name="delta" type="float" />
<argument index="1" name="execution_mode" type="int" />
<description>
Executes all of the [SkeletonModification3D]s in the stack that use the same execution mode as the passed-in [code]execution_mode[/code], starting from index [code]0[/code] to [member modification_count].
[b]Note:[/b] The order of the modifications can matter depending on the modifications. For example, modifications on a spine should operate before modifications on the arms in order to get proper results.
</description>
</method>
<method name="get_is_setup" qualifiers="const">
<return type="bool" />
<description>
Returns a boolean that indiciates whether the modification stack is setup and can execute.
</description>
</method>
<method name="get_modification" qualifiers="const">
<return type="SkeletonModification3D" />
<argument index="0" name="mod_idx" type="int" />
<description>
Returns the [SkeletonModification3D] at the passed-in index, [code]mod_idx[/code].
</description>
</method>
<method name="get_skeleton" qualifiers="const">
<return type="Skeleton3D" />
<description>
Returns the [Skeleton3D] node that the SkeletonModificationStack3D is bound to.
</description>
</method>
<method name="set_modification">
<return type="void" />
<argument index="0" name="mod_idx" type="int" />
<argument index="1" name="modification" type="SkeletonModification3D" />
<description>
Sets the modification at [code]mod_idx[/code] to the passed-in modification, [code]modification[/code].
</description>
</method>
<method name="setup">
<return type="void" />
<description>
Sets up the modification stack so it can execute. This function should be called by [Skeleton3D] and shouldn't be called unless you know what you are doing.
</description>
</method>
</methods>
<members>
<member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="false">
When true, the modification's in the stack will be called. This is handled automatically through the [Skeleton3D] node.
</member>
<member name="modification_count" type="int" setter="set_modification_count" getter="get_modification_count" default="0">
The amount of modifications in the stack.
</member>
<member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0">
The interpolation strength of the modifications in stack. A value of [code]0[/code] will make it where the modifications are not applied, a strength of [code]0.5[/code] will be half applied, and a strength of [code]1[/code] will allow the modifications to be fully applied and override the skeleton bone poses.
</member>
</members>
</class>