- Document a few more properties and methods - Add more information to many classes - Fix lots of typos and gramar mistakes - Use [code] tags for parameters consistently - Use [b] and [i] tags consistently - Put "Warning:" and "Note:" on their own line to be more visible, and make them always bold - Tweak formatting in code examples to be more readable - Use double quotes consistently - Add more links to third-party technologies
276 lines
8.3 KiB
XML
276 lines
8.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Skeleton" inherits="Spatial" category="Core" version="3.2">
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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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Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see [Animation]). Skeleton will support rag doll dynamics in the future.
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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="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="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_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_bone_transform" 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 combination of custom pose and pose. The returned transform is in skeleton's reference frame.
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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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</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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</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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</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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</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="Array" default="[ ]">
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</argument>
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<description>
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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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</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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</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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</description>
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</method>
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<method name="set_bone_global_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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</description>
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</method>
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<method name="set_bone_ignore_animation">
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<return type="void">
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</return>
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<argument index="0" name="bone" type="int">
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</argument>
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<argument index="1" name="ignore" type="bool">
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</argument>
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<description>
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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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</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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</description>
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</method>
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</methods>
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<members>
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<member name="bones_in_world_transform" type="bool" setter="set_use_bones_in_world_transform" getter="is_using_bones_in_world_transform">
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</member>
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</members>
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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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