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authorRémi Verschelde <rverschelde@gmail.com>2023-01-13 22:34:09 +0100
committerRémi Verschelde <rverschelde@gmail.com>2023-01-13 22:34:09 +0100
commit030a95dd611322a62e1200b722e03b035d13eaf5 (patch)
treee49976a6013a5981f7e724195559d13c3d5b1cc4 /doc
parent682ef357871ee199247a3ff2071b452a1a3c881f (diff)
parentfd25bb50abad716da0ef91d80a359fd07adb05fd (diff)
Merge pull request #71137 from lyuma/remove_modification_stack_3d
Remove SkeletonModificationStack3D, and Skeleton3D api cleanup
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/BoneAttachment3D.xml31
-rw-r--r--doc/classes/Skeleton3D.xml96
-rw-r--r--doc/classes/SkeletonModification3D.xml66
-rw-r--r--doc/classes/SkeletonModification3DCCDIK.xml136
-rw-r--r--doc/classes/SkeletonModification3DFABRIK.xml161
-rw-r--r--doc/classes/SkeletonModification3DJiggle.xml199
-rw-r--r--doc/classes/SkeletonModification3DLookAt.xml64
-rw-r--r--doc/classes/SkeletonModification3DStackHolder.xml27
-rw-r--r--doc/classes/SkeletonModification3DTwoBoneIK.xml191
-rw-r--r--doc/classes/SkeletonModificationStack3D.xml88
10 files changed, 9 insertions, 1050 deletions
diff --git a/doc/classes/BoneAttachment3D.xml b/doc/classes/BoneAttachment3D.xml
index f29525038e..dd01de3607 100644
--- a/doc/classes/BoneAttachment3D.xml
+++ b/doc/classes/BoneAttachment3D.xml
@@ -16,19 +16,6 @@
Returns the [NodePath] to the external [Skeleton3D] node, if one has been set.
</description>
</method>
- <method name="get_override_mode" qualifiers="const" is_deprecated="true">
- <return type="int" />
- <description>
- Deprecated. Local pose overrides will be removed.
- Returns the override mode for the BoneAttachment3D node (0=global / 1=local).
- </description>
- </method>
- <method name="get_override_pose" qualifiers="const">
- <return type="bool" />
- <description>
- Returns whether the BoneAttachment3D node is overriding the bone pose of the bone it's attached to.
- </description>
- </method>
<method name="get_use_external_skeleton" qualifiers="const">
<return type="bool" />
<description>
@@ -49,21 +36,6 @@
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].
</description>
</method>
- <method name="set_override_mode" is_deprecated="true">
- <return type="void" />
- <param index="0" name="override_mode" type="int" />
- <description>
- Deprecated. Local pose overrides will be removed.
- Sets the override mode for the BoneAttachment3D node (0=global / 1=local). The override mode defines which of the bone poses the BoneAttachment3D node will override.
- </description>
- </method>
- <method name="set_override_pose">
- <return type="void" />
- <param index="0" name="override_pose" type="bool" />
- <description>
- Sets 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.
- </description>
- </method>
<method name="set_use_external_skeleton">
<return type="void" />
<param index="0" name="use_external_skeleton" type="bool" />
@@ -79,5 +51,8 @@
<member name="bone_name" type="String" setter="set_bone_name" getter="get_bone_name" default="&quot;&quot;">
The name of the attached bone.
</member>
+ <member name="override_pose" type="bool" setter="set_override_pose" getter="get_override_pose" default="false">
+ 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.
+ </member>
</members>
</class>
diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml
index 3bd0e04b92..70986ba06a 100644
--- a/doc/classes/Skeleton3D.xml
+++ b/doc/classes/Skeleton3D.xml
@@ -7,6 +7,7 @@
Skeleton3D provides a hierarchical interface for managing bones, including pose, rest and animation (see [Animation]). It can also use ragdoll physics.
The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose.
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.
+ To setup different types of inverse kinematics, consider using [SkeletonIK3D], or add a custom IK implementation in [method Node._process] as a child node.
</description>
<tutorials>
<link title="3D Inverse Kinematics Demo">https://godotengine.org/asset-library/asset/523</link>
@@ -32,26 +33,11 @@
Removes the global pose override on all bones in the skeleton.
</description>
</method>
- <method name="clear_bones_local_pose_override" is_deprecated="true">
- <return type="void" />
- <description>
- Deprecated. Local pose overrides will be removed.
- Removes the local pose override on all bones in the skeleton.
- </description>
- </method>
<method name="create_skin_from_rest_transforms">
<return type="Skin" />
<description>
</description>
</method>
- <method name="execute_modifications" is_deprecated="true">
- <return type="void" />
- <param index="0" name="delta" type="float" />
- <param index="1" name="execution_mode" type="int" />
- <description>
- Executes all the modifications on the [SkeletonModificationStack3D], if the Skeleton3D has one assigned.
- </description>
- </method>
<method name="find_bone" qualifiers="const">
<return type="int" />
<param index="0" name="name" type="String" />
@@ -113,13 +99,6 @@
Returns the global rest transform for [param bone_idx].
</description>
</method>
- <method name="get_bone_local_pose_override" qualifiers="const">
- <return type="Transform3D" />
- <param index="0" name="bone_idx" type="int" />
- <description>
- Returns the local pose override transform for [param bone_idx].
- </description>
- </method>
<method name="get_bone_name" qualifiers="const">
<return type="String" />
<param index="0" name="bone_idx" type="int" />
@@ -167,43 +146,18 @@
Returns the rest transform for a bone [param bone_idx].
</description>
</method>
- <method name="get_modification_stack" is_deprecated="true">
- <return type="SkeletonModificationStack3D" />
- <description>
- Returns the modification stack attached to this skeleton, if one exists.
- </description>
- </method>
<method name="get_parentless_bones" qualifiers="const">
<return type="PackedInt32Array" />
<description>
Returns an array with all of the bones that are parentless. Another way to look at this is that it returns the indexes of all the bones that are not dependent or modified by other bones in the Skeleton.
</description>
</method>
- <method name="global_pose_to_local_pose" is_deprecated="true">
- <return type="Transform3D" />
- <param index="0" name="bone_idx" type="int" />
- <param index="1" name="global_pose" type="Transform3D" />
- <description>
- Takes the passed-in global pose and converts it to local pose transform.
- This can be used to easily convert a global pose from [method get_bone_global_pose] to a global transform in [method set_bone_local_pose_override].
- </description>
- </method>
- <method name="global_pose_to_world_transform" is_deprecated="true">
- <return type="Transform3D" />
- <param index="0" name="global_pose" type="Transform3D" />
- <description>
- Deprecated. Use [Node3D] apis instead.
- Takes the passed-in global pose and converts it to a world transform.
- This can be used to easily convert a global pose from [method get_bone_global_pose] to a global transform usable with a node's transform, like [member Node3D.global_transform] for example.
- </description>
- </method>
- <method name="global_pose_z_forward_to_bone_forward" is_deprecated="true">
- <return type="Basis" />
- <param index="0" name="bone_idx" type="int" />
- <param index="1" name="basis" type="Basis" />
+ <method name="get_version" qualifiers="const">
+ <return type="int" />
<description>
- Rotates the given [Basis] so that the forward axis of the Basis is facing in the forward direction of the bone at [param bone_idx].
- This is helper function to make using [method Transform3D.looking_at] easier with bone poses.
+ Returns the number of times the bone hierarchy has changed within this skeleton, including renames.
+ The Skeleton version is not serialized: only use within a single instance of Skeleton3D.
+ Use for invalidating caches in IK solvers and other nodes which process bones.
</description>
</method>
<method name="is_bone_enabled" qualifiers="const">
@@ -213,15 +167,6 @@
Returns whether the bone pose for the bone at [param bone_idx] is enabled.
</description>
</method>
- <method name="local_pose_to_global_pose" is_deprecated="true">
- <return type="Transform3D" />
- <param index="0" name="bone_idx" type="int" />
- <param index="1" name="local_pose" type="Transform3D" />
- <description>
- Converts the passed-in local pose to a global pose relative to the inputted bone, [param bone_idx].
- This could be used to convert [method get_bone_pose] for use with the [method set_bone_global_pose_override] function.
- </description>
- </method>
<method name="localize_rests">
<return type="void" />
<description>
@@ -298,19 +243,6 @@
[b]Note:[/b] The pose transform needs to be a global pose! To convert a world transform from a [Node3D] to a global bone pose, multiply the [method Transform3D.affine_inverse] of the node's [member Node3D.global_transform] by the desired world transform
</description>
</method>
- <method name="set_bone_local_pose_override" is_deprecated="true">
- <return type="void" />
- <param index="0" name="bone_idx" type="int" />
- <param index="1" name="pose" type="Transform3D" />
- <param index="2" name="amount" type="float" />
- <param index="3" name="persistent" type="bool" default="false" />
- <description>
- Deprecated. Local pose overrides will be removed.
- Sets the local pose transform, [param pose], for the bone at [param bone_idx].
- [param amount] is the interpolation strength that will be used when applying the pose, and [param persistent] determines if the applied pose will remain.
- [b]Note:[/b] The pose transform needs to be a local pose! Use [method global_pose_to_local_pose] to convert a global pose to a local pose.
- </description>
- </method>
<method name="set_bone_name">
<return type="void" />
<param index="0" name="bone_idx" type="int" />
@@ -356,13 +288,6 @@
Sets the rest transform for bone [param bone_idx].
</description>
</method>
- <method name="set_modification_stack" is_deprecated="true">
- <return type="void" />
- <param index="0" name="modification_stack" type="SkeletonModificationStack3D" />
- <description>
- Sets the modification stack for this skeleton to the passed-in modification stack, [param modification_stack].
- </description>
- </method>
<method name="unparent_bone_and_rest">
<return type="void" />
<param index="0" name="bone_idx" type="int" />
@@ -370,15 +295,6 @@
Unparents the bone at [param bone_idx] and sets its rest position to that of its parent prior to being reset.
</description>
</method>
- <method name="world_transform_to_global_pose" is_deprecated="true">
- <return type="Transform3D" />
- <param index="0" name="world_transform" type="Transform3D" />
- <description>
- Deprecated. Use [Node3D] apis instead.
- Takes the passed-in global transform and converts it to a global pose.
- This can be used to easily convert a global transform from [member Node3D.global_transform] to a global pose usable with [method set_bone_global_pose_override], for example.
- </description>
- </method>
</methods>
<members>
<member name="animate_physical_bones" type="bool" setter="set_animate_physical_bones" getter="get_animate_physical_bones" default="true">
diff --git a/doc/classes/SkeletonModification3D.xml b/doc/classes/SkeletonModification3D.xml
deleted file mode 100644
index 25431ea96f..0000000000
--- a/doc/classes/SkeletonModification3D.xml
+++ /dev/null
@@ -1,66 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3D" inherits="Resource" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- A resource that operates on bones in a [Skeleton3D].
- </brief_description>
- <description>
- This resource provides an interface that can be expanded so code that operates on bones in a [Skeleton3D] can be mixed and matched together to create complex interactions.
- This is used to provide Godot with a flexible and powerful Inverse Kinematics solution that can be adapted for many different uses.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- <method name="_execute" qualifiers="virtual">
- <return type="void" />
- <param index="0" name="delta" type="float" />
- <description>
- Executes the given modification. This is where the modification performs whatever function it is designed to do.
- </description>
- </method>
- <method name="_setup_modification" qualifiers="virtual">
- <return type="void" />
- <param index="0" name="modification_stack" type="SkeletonModificationStack3D" />
- <description>
- Sets up the modification so it can be executed. This function should be called automatically by the [SkeletonModificationStack3D] containing this modification.
- If you need to initialize a modification before use, this is the place to do it!
- </description>
- </method>
- <method name="clamp_angle">
- <return type="float" />
- <param index="0" name="angle" type="float" />
- <param index="1" name="min" type="float" />
- <param index="2" name="max" type="float" />
- <param index="3" name="invert" type="bool" />
- <description>
- Takes a angle and clamps it so it is within the passed-in [param min] and [param max] range. [param invert] will inversely clamp the angle, clamping it to the range outside of the given bounds.
- </description>
- </method>
- <method name="get_is_setup" qualifiers="const">
- <return type="bool" />
- <description>
- Returns whether this modification has been successfully setup or not.
- </description>
- </method>
- <method name="get_modification_stack">
- <return type="SkeletonModificationStack3D" />
- <description>
- Returns the [SkeletonModificationStack3D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on.
- </description>
- </method>
- <method name="set_is_setup">
- <return type="void" />
- <param index="0" name="is_setup" type="bool" />
- <description>
- Manually allows you to set the setup state of the modification. This function should only rarely be used, as the [SkeletonModificationStack3D] the modification is bound to should handle setting the modification up.
- </description>
- </method>
- </methods>
- <members>
- <member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="true">
- When true, the modification's [method _execute] function will be called by the [SkeletonModificationStack3D].
- </member>
- <member name="execution_mode" type="int" setter="set_execution_mode" getter="get_execution_mode" default="0">
- The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only available in certain execution modes.
- </member>
- </members>
-</class>
diff --git a/doc/classes/SkeletonModification3DCCDIK.xml b/doc/classes/SkeletonModification3DCCDIK.xml
deleted file mode 100644
index 90b2e78449..0000000000
--- a/doc/classes/SkeletonModification3DCCDIK.xml
+++ /dev/null
@@ -1,136 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3DCCDIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- A modification that uses CCDIK to manipulate a series of bones to reach a target.
- </brief_description>
- <description>
- This [SkeletonModification3D] uses an algorithm called Cyclic Coordinate Descent Inverse Kinematics, or CCDIK, to manipulate a chain of bones in a Skeleton so it reaches a defined target.
- CCDIK works by rotating a set of bones, typically called a "bone chain", on a single axis. Each bone is rotated to face the target from the tip (by default), which over a chain of bones allow it to rotate properly to reach the target. Because the bones only rotate on a single axis, CCDIK [i]can[/i] look more robotic than other IK solvers.
- [b]Note:[/b] The CCDIK modifier has [code]ccdik_joints[/code], which are the data objects that hold the data for each joint in the CCDIK chain. This is different from a bone! CCDIK joints hold the data needed for each bone in the bone chain used by CCDIK.
- CCDIK also fully supports angle constraints, allowing for more control over how a solution is met.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- <method name="get_ccdik_joint_bone_index" qualifiers="const">
- <return type="int" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns the bone index of the bone assigned to the CCDIK joint at [param joint_idx].
- </description>
- </method>
- <method name="get_ccdik_joint_bone_name" qualifiers="const">
- <return type="String" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns the name of the bone that is assigned to the CCDIK joint at [param joint_idx].
- </description>
- </method>
- <method name="get_ccdik_joint_ccdik_axis" qualifiers="const">
- <return type="int" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns the integer representing the joint axis of the CCDIK joint at [param joint_idx].
- </description>
- </method>
- <method name="get_ccdik_joint_constraint_angle_max" qualifiers="const">
- <return type="float" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns the maximum angle constraint for the joint at [param joint_idx]. [b]Note:[/b] This angle is in degrees!
- </description>
- </method>
- <method name="get_ccdik_joint_constraint_angle_min" qualifiers="const">
- <return type="float" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns the minimum angle constraint for the joint at [param joint_idx]. [b]Note:[/b] This angle is in degrees!
- </description>
- </method>
- <method name="get_ccdik_joint_constraint_invert" qualifiers="const">
- <return type="bool" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns whether the CCDIK joint at [param joint_idx] uses an inverted joint constraint. See [method set_ccdik_joint_constraint_invert] for details.
- </description>
- </method>
- <method name="get_ccdik_joint_enable_joint_constraint" qualifiers="const">
- <return type="bool" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Enables angle constraints to the CCDIK joint at [param joint_idx].
- </description>
- </method>
- <method name="set_ccdik_joint_bone_index">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="bone_index" type="int" />
- <description>
- Sets the bone index, [param bone_index], of the CCDIK joint at [param joint_idx]. When possible, this will also update the [code]bone_name[/code] of the CCDIK joint based on data provided by the linked skeleton.
- </description>
- </method>
- <method name="set_ccdik_joint_bone_name">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="bone_name" type="String" />
- <description>
- Sets the bone name, [param bone_name], of the CCDIK joint at [param joint_idx]. When possible, this will also update the [code]bone_index[/code] of the CCDIK joint based on data provided by the linked skeleton.
- </description>
- </method>
- <method name="set_ccdik_joint_ccdik_axis">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="axis" type="int" />
- <description>
- Sets the joint axis of the CCDIK joint at [param joint_idx] to the passed-in joint axis, [param axis].
- </description>
- </method>
- <method name="set_ccdik_joint_constraint_angle_max">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="max_angle" type="float" />
- <description>
- Sets the maximum angle constraint for the joint at [param joint_idx]. [b]Note:[/b] This angle must be in radians!
- </description>
- </method>
- <method name="set_ccdik_joint_constraint_angle_min">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="min_angle" type="float" />
- <description>
- Sets the minimum angle constraint for the joint at [param joint_idx]. [b]Note:[/b] This angle must be in radians!
- </description>
- </method>
- <method name="set_ccdik_joint_constraint_invert">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="invert" type="bool" />
- <description>
- Sets whether the CCDIK joint at [param joint_idx] uses an inverted joint constraint.
- An inverted joint constraint only constraints the CCDIK joint to the angles [i]outside of[/i] the inputted minimum and maximum angles. For this reason, it is referred to as an inverted joint constraint, as it constraints the joint to the outside of the inputted values.
- </description>
- </method>
- <method name="set_ccdik_joint_enable_joint_constraint">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="enable" type="bool" />
- <description>
- Sets whether joint constraints are enabled for the CCDIK joint at [param joint_idx].
- </description>
- </method>
- </methods>
- <members>
- <member name="ccdik_data_chain_length" type="int" setter="set_ccdik_data_chain_length" getter="get_ccdik_data_chain_length" default="0">
- The number of CCDIK joints in the CCDIK modification.
- </member>
- <member name="high_quality_solve" type="bool" setter="set_use_high_quality_solve" getter="get_use_high_quality_solve" default="true">
- When true, the CCDIK algorithm will perform a higher quality solve that returns more natural results. A high quality solve requires more computation power to solve though, and therefore can be disabled to save performance.
- </member>
- <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath(&quot;&quot;)">
- The NodePath to the node that is the target for the CCDIK modification. This node is what the CCDIK chain will attempt to rotate the bone chain to.
- </member>
- <member name="tip_nodepath" type="NodePath" setter="set_tip_node" getter="get_tip_node" default="NodePath(&quot;&quot;)">
- The end position of the CCDIK chain. Typically, this should be a child of a [BoneAttachment3D] node attached to the final bone in the CCDIK chain, where the child node is offset so it is at the end of the final bone.
- </member>
- </members>
-</class>
diff --git a/doc/classes/SkeletonModification3DFABRIK.xml b/doc/classes/SkeletonModification3DFABRIK.xml
deleted file mode 100644
index a2bec2b559..0000000000
--- a/doc/classes/SkeletonModification3DFABRIK.xml
+++ /dev/null
@@ -1,161 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3DFABRIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- A modification that uses FABRIK to manipulate a series of bones to reach a target.
- </brief_description>
- <description>
- This [SkeletonModification3D] uses an algorithm called Forward And Backward Reaching Inverse Kinematics, or FABRIK, to rotate a bone chain so that it reaches a target.
- FABRIK works by knowing the positions and lengths of a series of bones, typically called a "bone chain". It first starts by running a forward pass, which places the final bone at the target's position. Then all other bones are moved towards the tip bone, so they stay at the defined bone length away. Then a backwards pass is performed, where the root/first bone in the FABRIK chain is placed back at the origin. then all other bones are moved so they stay at the defined bone length away. This positions the bone chain so that it reaches the target when possible, but all of the bones stay the correct length away from each other.
- Because of how FABRIK works, it often gives more natural results than those seen in [SkeletonModification3DCCDIK], though FABRIK currently does not support joint constraints.
- [b]Note:[/b] The FABRIK modifier has [code]fabrik_joints[/code], which are the data objects that hold the data for each joint in the FABRIK chain. This is different from a bone! FABRIK joints hold the data needed for each bone in the bone chain used by FABRIK.
- To help control how the FABRIK joints move, a magnet vector can be passed, which can nudge the bones in a certain direction prior to solving, giving a level of control over the final result.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- <method name="fabrik_joint_auto_calculate_length">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Will attempt to automatically calculate the length of the bone assigned to the FABRIK joint at [param joint_idx].
- </description>
- </method>
- <method name="get_fabrik_joint_auto_calculate_length" qualifiers="const">
- <return type="bool" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns a boolean that indicates whether this modification will attempt to autocalculate the length of the bone assigned to the FABRIK joint at [param joint_idx].
- </description>
- </method>
- <method name="get_fabrik_joint_bone_index" qualifiers="const">
- <return type="int" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns the bone index of the bone assigned to the FABRIK joint at [param joint_idx].
- </description>
- </method>
- <method name="get_fabrik_joint_bone_name" qualifiers="const">
- <return type="String" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns the name of the bone that is assigned to the FABRIK joint at [param joint_idx].
- </description>
- </method>
- <method name="get_fabrik_joint_length" qualifiers="const">
- <return type="float" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns the length of the FABRIK joint at [param joint_idx].
- </description>
- </method>
- <method name="get_fabrik_joint_magnet" qualifiers="const">
- <return type="Vector3" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns the magnet vector of the FABRIK joint at [param joint_idx].
- </description>
- </method>
- <method name="get_fabrik_joint_tip_node" qualifiers="const">
- <return type="NodePath" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns the [Node3D]-based node placed at the tip of the FABRIK joint at [param joint_idx], if one has been set.
- </description>
- </method>
- <method name="get_fabrik_joint_use_target_basis" qualifiers="const">
- <return type="bool" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns a boolean indicating whether the FABRIK joint uses the target's [Basis] for its rotation.
- [b]Note:[/b] This option is only available for the final bone in the FABRIK chain, with this setting being ignored for all other bones.
- </description>
- </method>
- <method name="get_fabrik_joint_use_tip_node" qualifiers="const">
- <return type="bool" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Sets the [Node3D]-based node that will be used as the tip of the FABRIK joint at [param joint_idx].
- </description>
- </method>
- <method name="set_fabrik_joint_auto_calculate_length">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="auto_calculate_length" type="bool" />
- <description>
- When [code]true[/code], this modification will attempt to automatically calculate the length of the bone for the FABRIK joint at [param joint_idx]. It does this by either using the tip node assigned, if there is one assigned, or the distance the of the bone's children, if the bone has any. If the bone has no children and no tip node is assigned, then the modification [b]cannot[/b] autocalculate the joint's length. In this case, the joint length should be entered manually or a tip node assigned.
- </description>
- </method>
- <method name="set_fabrik_joint_bone_index">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="bone_index" type="int" />
- <description>
- Sets the bone index, [param bone_index], of the FABRIK joint at [param joint_idx]. When possible, this will also update the [code]bone_name[/code] of the FABRIK joint based on data provided by the [Skeleton3D].
- </description>
- </method>
- <method name="set_fabrik_joint_bone_name">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="bone_name" type="String" />
- <description>
- Sets the bone name, [param bone_name], of the FABRIK joint at [param joint_idx]. When possible, this will also update the [code]bone_index[/code] of the FABRIK joint based on data provided by the [Skeleton3D].
- </description>
- </method>
- <method name="set_fabrik_joint_length">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="length" type="float" />
- <description>
- Sets the joint length, [param length], of the FABRIK joint at [param joint_idx].
- </description>
- </method>
- <method name="set_fabrik_joint_magnet">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="magnet_position" type="Vector3" />
- <description>
- Sets the magenet position to [param magnet_position] for the joint at [param joint_idx]. The magnet position is used to nudge the joint in that direction when solving, which gives some control over how that joint will bend when being solved.
- </description>
- </method>
- <method name="set_fabrik_joint_tip_node">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="tip_node" type="NodePath" />
- <description>
- Sets the nodepath of the FARIK joint at [param joint_idx] to [param tip_node]. The tip node is used to calculate the length of the FABRIK joint when set to automatically calculate joint length.
- [b]Note:[/b] The tip node should generally be a child node of a [BoneAttachment3D] node attached to the bone that this FABRIK joint operates on, with the child node being offset so it is at the end of the bone.
- </description>
- </method>
- <method name="set_fabrik_joint_use_target_basis">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="use_target_basis" type="bool" />
- <description>
- Sets whether the FABRIK joint at [param joint_idx] uses the target's [Basis] for its rotation.
- [b]Note:[/b] This option is only available for the final bone in the FABRIK chain, with this setting being ignored for all other bones.
- </description>
- </method>
- <method name="set_fabrik_joint_use_tip_node">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="use_tip_node" type="bool" />
- <description>
- Sets whether the tip node should be used when autocalculating the joint length for the FABRIK joint at [param joint_idx]. This will only work if there is a node assigned to the tip nodepath for this joint.
- </description>
- </method>
- </methods>
- <members>
- <member name="chain_max_iterations" type="int" setter="set_chain_max_iterations" getter="get_chain_max_iterations" default="10">
- The number of times FABRIK will try to solve each time the [code]execute[/code] function is called. Setting this value to a lower number will be result in better performance, but this can also result in harsher movements and slower solves.
- </member>
- <member name="chain_tolerance" type="float" setter="set_chain_tolerance" getter="get_chain_tolerance" default="0.01">
- The minimum distance the target has to be from the tip of the final bone in the bone chain. Setting this value to a higher number allows for greater performance, but less accurate solves.
- </member>
- <member name="fabrik_data_chain_length" type="int" setter="set_fabrik_data_chain_length" getter="get_fabrik_data_chain_length" default="0">
- The amount of FABRIK joints in the FABRIK modification.
- </member>
- <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath(&quot;&quot;)">
- The NodePath to the node that is the target for the FABRIK modification. This node is what the FABRIK chain will attempt to rotate the bone chain to.
- </member>
- </members>
-</class>
diff --git a/doc/classes/SkeletonModification3DJiggle.xml b/doc/classes/SkeletonModification3DJiggle.xml
deleted file mode 100644
index 304f08bb20..0000000000
--- a/doc/classes/SkeletonModification3DJiggle.xml
+++ /dev/null
@@ -1,199 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3DJiggle" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- A modification that jiggles bones as they move towards a target.
- </brief_description>
- <description>
- This modification moves a series of bones, typically called a bone chain, towards a target. What makes this modification special is that it calculates the velocity and acceleration for each bone in the bone chain, and runs a very light physics-like calculation using the inputted values. This allows the bones to overshoot the target and "jiggle" around. It can be configured to act more like a spring, or sway around like cloth might.
- This modification is useful for adding additional motion to things like hair, the edges of clothing, and more. It has several settings to that allow control over how the joint moves when the target moves.
- [b]Note:[/b] The Jiggle modifier has [code]jiggle_joints[/code], which are the data objects that hold the data for each joint in the Jiggle chain. This is different from a bone! Jiggle joints hold the data needed for each bone in the bone chain used by the Jiggle modification.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- <method name="get_collision_mask" qualifiers="const">
- <return type="int" />
- <description>
- Returns the collision mask that the Jiggle modifier will take into account when performing physics calculations.
- </description>
- </method>
- <method name="get_jiggle_joint_bone_index" qualifiers="const">
- <return type="int" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns the bone index of the bone assigned to the Jiggle joint at [param joint_idx].
- </description>
- </method>
- <method name="get_jiggle_joint_bone_name" qualifiers="const">
- <return type="String" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns the name of the bone that is assigned to the Jiggle joint at [param joint_idx].
- </description>
- </method>
- <method name="get_jiggle_joint_damping" qualifiers="const">
- <return type="float" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns the amount of dampening of the Jiggle joint at [param joint_idx].
- </description>
- </method>
- <method name="get_jiggle_joint_gravity" qualifiers="const">
- <return type="Vector3" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns a [Vector3] representign the amount of gravity the Jiggle joint at [param joint_idx] is influenced by.
- </description>
- </method>
- <method name="get_jiggle_joint_mass" qualifiers="const">
- <return type="float" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns the amount of mass of the Jiggle joint at [param joint_idx].
- </description>
- </method>
- <method name="get_jiggle_joint_override" qualifiers="const">
- <return type="bool" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns a boolean that indicates whether the joint at [param joint_idx] is overriding the default jiggle joint data defined in the modification.
- </description>
- </method>
- <method name="get_jiggle_joint_roll" qualifiers="const">
- <return type="float" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns the amount of roll/twist applied to the bone that the Jiggle joint is applied to.
- </description>
- </method>
- <method name="get_jiggle_joint_stiffness" qualifiers="const">
- <return type="float" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns the stiffness of the Jiggle joint at [param joint_idx].
- </description>
- </method>
- <method name="get_jiggle_joint_use_gravity" qualifiers="const">
- <return type="bool" />
- <param index="0" name="joint_idx" type="int" />
- <description>
- Returns a boolean that indicates whether the joint at [param joint_idx] is using gravity or not.
- </description>
- </method>
- <method name="get_use_colliders" qualifiers="const">
- <return type="bool" />
- <description>
- Returns whether the Jiggle modifier is taking physics colliders into account when solving.
- </description>
- </method>
- <method name="set_collision_mask">
- <return type="void" />
- <param index="0" name="mask" type="int" />
- <description>
- Sets the collision mask that the Jiggle modifier takes into account when performing physics calculations.
- </description>
- </method>
- <method name="set_jiggle_joint_bone_index">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="bone_idx" type="int" />
- <description>
- Sets the bone index, [param bone_idx], of the Jiggle joint at [param joint_idx]. When possible, this will also update the [code]bone_name[/code] of the Jiggle joint based on data provided by the [Skeleton3D].
- </description>
- </method>
- <method name="set_jiggle_joint_bone_name">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="name" type="String" />
- <description>
- Sets the bone name, [param name], of the Jiggle joint at [param joint_idx]. When possible, this will also update the [code]bone_index[/code] of the Jiggle joint based on data provided by the [Skeleton3D].
- </description>
- </method>
- <method name="set_jiggle_joint_damping">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="damping" type="float" />
- <description>
- Sets the amount of dampening of the Jiggle joint at [param joint_idx].
- </description>
- </method>
- <method name="set_jiggle_joint_gravity">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="gravity" type="Vector3" />
- <description>
- Sets the gravity vector of the Jiggle joint at [param joint_idx].
- </description>
- </method>
- <method name="set_jiggle_joint_mass">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="mass" type="float" />
- <description>
- Sets the of mass of the Jiggle joint at [param joint_idx].
- </description>
- </method>
- <method name="set_jiggle_joint_override">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="override" type="bool" />
- <description>
- Sets whether the Jiggle joint at [param joint_idx] should override the default Jiggle joint settings. Setting this to true will make the joint use its own settings rather than the default ones attached to the modification.
- </description>
- </method>
- <method name="set_jiggle_joint_roll">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="roll" type="float" />
- <description>
- Sets the amount of roll/twist on the bone the Jiggle joint is attached to.
- </description>
- </method>
- <method name="set_jiggle_joint_stiffness">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="stiffness" type="float" />
- <description>
- Sets the of stiffness of the Jiggle joint at [param joint_idx].
- </description>
- </method>
- <method name="set_jiggle_joint_use_gravity">
- <return type="void" />
- <param index="0" name="joint_idx" type="int" />
- <param index="1" name="use_gravity" type="bool" />
- <description>
- Sets whether the Jiggle joint at [param joint_idx] should use gravity.
- </description>
- </method>
- <method name="set_use_colliders">
- <return type="void" />
- <param index="0" name="use_colliders" type="bool" />
- <description>
- When [code]true[/code], the Jiggle modifier will use raycasting to prevent the Jiggle joints from rotating themselves into collision objects when solving.
- </description>
- </method>
- </methods>
- <members>
- <member name="damping" type="float" setter="set_damping" getter="get_damping" default="0.75">
- The default amount of dampening applied to the Jiggle joints, if they are not overridden. Higher values lead to more of the calculated velocity being applied.
- </member>
- <member name="gravity" type="Vector3" setter="set_gravity" getter="get_gravity" default="Vector3(0, -6, 0)">
- The default amount of gravity applied to the Jiggle joints, if they are not overridden.
- </member>
- <member name="jiggle_data_chain_length" type="int" setter="set_jiggle_data_chain_length" getter="get_jiggle_data_chain_length" default="0">
- The amount of Jiggle joints in the Jiggle modification.
- </member>
- <member name="mass" type="float" setter="set_mass" getter="get_mass" default="0.75">
- The default amount of mass assigned to the Jiggle joints, if they are not overridden. Higher values lead to faster movements and more overshooting.
- </member>
- <member name="stiffness" type="float" setter="set_stiffness" getter="get_stiffness" default="3.0">
- The default amount of stiffness assigned to the Jiggle joints, if they are not overridden. Higher values act more like springs, quickly moving into the correct position.
- </member>
- <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath(&quot;&quot;)">
- The NodePath to the node that is the target for the Jiggle modification. This node is what the Jiggle chain will attempt to rotate the bone chain to.
- </member>
- <member name="use_gravity" type="bool" setter="set_use_gravity" getter="get_use_gravity" default="false">
- Whether the gravity vector, [member gravity], should be applied to the Jiggle joints, assuming they are not overriding the default settings.
- </member>
- </members>
-</class>
diff --git a/doc/classes/SkeletonModification3DLookAt.xml b/doc/classes/SkeletonModification3DLookAt.xml
deleted file mode 100644
index aeed953ca9..0000000000
--- a/doc/classes/SkeletonModification3DLookAt.xml
+++ /dev/null
@@ -1,64 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3DLookAt" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- A modification that rotates a bone to look at a target.
- </brief_description>
- <description>
- This [SkeletonModification3D] rotates a bone to look a target. This is extremely helpful for moving character's heads to look at the player, rotating a turret to look at a target, or any other case where you want to make a bone rotate towards something quickly and easily.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- <method name="get_additional_rotation" qualifiers="const">
- <return type="Vector3" />
- <description>
- Returns the amount of extra rotation that is applied to the bone after the LookAt modification executes.
- </description>
- </method>
- <method name="get_lock_rotation_plane" qualifiers="const">
- <return type="int" />
- <description>
- Returns the plane that the LookAt modification is limiting rotation to.
- </description>
- </method>
- <method name="get_lock_rotation_to_plane" qualifiers="const">
- <return type="bool" />
- <description>
- Returns whether the LookAt modification is limiting rotation to a single plane in 3D space.
- </description>
- </method>
- <method name="set_additional_rotation">
- <return type="void" />
- <param index="0" name="additional_rotation" type="Vector3" />
- <description>
- Sets the amount of extra rotation to be applied after the LookAt modification executes. This allows you to adjust the finished result.
- </description>
- </method>
- <method name="set_lock_rotation_plane">
- <return type="void" />
- <param index="0" name="plane" type="int" />
- <description>
- </description>
- </method>
- <method name="set_lock_rotation_to_plane">
- <return type="void" />
- <param index="0" name="lock_to_plane" type="bool" />
- <description>
- When [code]true[/code], the LookAt modification will limit its rotation to a single plane in 3D space. The plane used can be configured using the [code]set_lock_rotation_plane[/code] function.
- </description>
- </method>
- </methods>
- <members>
- <member name="bone_index" type="int" setter="set_bone_index" getter="get_bone_index" default="-2">
- The bone index of the bone that should be operated on by this modification.
- When possible, this will also update the [member bone_name] based on data provided by the [Skeleton3D].
- </member>
- <member name="bone_name" type="String" setter="set_bone_name" getter="get_bone_name" default="&quot;&quot;">
- The name of the bone that should be operated on by this modification.
- When possible, this will also update the [member bone_index] based on data provided by the [Skeleton3D].
- </member>
- <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath(&quot;&quot;)">
- The NodePath to the node that is the target for the modification.
- </member>
- </members>
-</class>
diff --git a/doc/classes/SkeletonModification3DStackHolder.xml b/doc/classes/SkeletonModification3DStackHolder.xml
deleted file mode 100644
index 9448e2c783..0000000000
--- a/doc/classes/SkeletonModification3DStackHolder.xml
+++ /dev/null
@@ -1,27 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3DStackHolder" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- A modification that holds and executes a [SkeletonModificationStack3D].
- </brief_description>
- <description>
- This [SkeletonModification3D] holds a reference to a [SkeletonModificationStack3D], allowing you to use multiple modification stacks on a single [Skeleton3D].
- [b]Note:[/b] The modifications in the held [SkeletonModificationStack3D] will only be executed if their execution mode matches the execution mode of the SkeletonModification3DStackHolder.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- <method name="get_held_modification_stack" qualifiers="const">
- <return type="SkeletonModificationStack3D" />
- <description>
- Returns the [SkeletonModificationStack3D] that this modification is holding.
- </description>
- </method>
- <method name="set_held_modification_stack">
- <return type="void" />
- <param index="0" name="held_modification_stack" type="SkeletonModificationStack3D" />
- <description>
- Sets the [SkeletonModificationStack3D] that this modification is holding. This modification stack will then be executed when this modification is executed.
- </description>
- </method>
- </methods>
-</class>
diff --git a/doc/classes/SkeletonModification3DTwoBoneIK.xml b/doc/classes/SkeletonModification3DTwoBoneIK.xml
deleted file mode 100644
index 0e7ffd5c80..0000000000
--- a/doc/classes/SkeletonModification3DTwoBoneIK.xml
+++ /dev/null
@@ -1,191 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModification3DTwoBoneIK" inherits="SkeletonModification3D" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <brief_description>
- A modification that moves two bones to reach the target.
- </brief_description>
- <description>
- This [SkeletonModification3D] uses an algorithm typically called TwoBoneIK. This algorithm works by leveraging the law of cosigns and the lengths of the bones to figure out what rotation the bones currently have, and what rotation they need to make a complete triangle, where the first bone, the second bone, and the target form the three vertices of the triangle. Because the algorithm works by making a triangle, it can only operate on two bones.
- TwoBoneIK is great for arms, legs, and really any joints that can be represented by just two bones that bend to reach a target. This solver is more lightweight than [SkeletonModification3DFABRIK], but gives similar, natural looking results.
- A [Node3D]-based node can be used to define the pole, or bend direction, allowing control over which direction the joint takes when bending to reach the target when the target is within reach.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- <method name="get_auto_calculate_joint_length" qualifiers="const">
- <return type="bool" />
- <description>
- Returns whether the TwoBoneIK modification will attempt to autocalculate the lengths of the two bones.
- </description>
- </method>
- <method name="get_joint_one_bone_idx" qualifiers="const">
- <return type="int" />
- <description>
- Returns the bone index of the first bone in the TwoBoneIK modification.
- </description>
- </method>
- <method name="get_joint_one_bone_name" qualifiers="const">
- <return type="String" />
- <description>
- Returns the name of the first bone in the TwoBoneIK modification.
- </description>
- </method>
- <method name="get_joint_one_length" qualifiers="const">
- <return type="float" />
- <description>
- Returns the length of the first bone in the TwoBoneIK modification.
- </description>
- </method>
- <method name="get_joint_one_roll" qualifiers="const">
- <return type="float" />
- <description>
- Returns the amount of roll/twist applied to the first bone in the TwoBoneIK modification.
- </description>
- </method>
- <method name="get_joint_two_bone_idx" qualifiers="const">
- <return type="int" />
- <description>
- Returns the bone index of the second bone in the TwoBoneIK modification.
- </description>
- </method>
- <method name="get_joint_two_bone_name" qualifiers="const">
- <return type="String" />
- <description>
- Returns the name of the second bone in the TwoBoneIK modification.
- </description>
- </method>
- <method name="get_joint_two_length" qualifiers="const">
- <return type="float" />
- <description>
- Returns the length of the second bone in the TwoBoneIK modification.
- </description>
- </method>
- <method name="get_joint_two_roll" qualifiers="const">
- <return type="float" />
- <description>
- Returns the amount of roll/twist applied to the second bone in the TwoBoneIK modification.
- </description>
- </method>
- <method name="get_pole_node" qualifiers="const">
- <return type="NodePath" />
- <description>
- Returns the node that is being used as the pole node for the TwoBoneIK modification, if a pole node has been set.
- </description>
- </method>
- <method name="get_tip_node" qualifiers="const">
- <return type="NodePath" />
- <description>
- Returns the node that is being used to calculate the tip position of the second bone in the TwoBoneIK modification, if a tip node has been set.
- </description>
- </method>
- <method name="get_use_pole_node" qualifiers="const">
- <return type="bool" />
- <description>
- Returns whether the TwoBoneIK modification will attempt to use the pole node to figure out which direction to bend, if a pole node has been set.
- </description>
- </method>
- <method name="get_use_tip_node" qualifiers="const">
- <return type="bool" />
- <description>
- Returns whether the TwoBoneIK modification will attempt to use the tip node to figure out the length and position of the tip of the second bone.
- </description>
- </method>
- <method name="set_auto_calculate_joint_length">
- <return type="void" />
- <param index="0" name="auto_calculate_joint_length" type="bool" />
- <description>
- If true, the TwoBoneIK modification will attempt to autocalculate the lengths of the bones being used. The first bone will be calculated by using the distance from the origin of the first bone to the origin of the second bone.
- The second bone will be calculated either using the tip node if that setting is enabled, or by using the distances of the second bone's children. If the tip node is not enabled and the bone has no children, then the length cannot be autocalculated. In this case, the length will either have to be manually inputted or a tip node used to calculate the length.
- </description>
- </method>
- <method name="set_joint_one_bone_idx">
- <return type="void" />
- <param index="0" name="bone_idx" type="int" />
- <description>
- Sets the bone index, [param bone_idx], of the first bone. When possible, this will also update the [code]bone_name[/code] of the first bone based on data provided by the [Skeleton3D].
- </description>
- </method>
- <method name="set_joint_one_bone_name">
- <return type="void" />
- <param index="0" name="bone_name" type="String" />
- <description>
- Sets the bone name, [param bone_name], of the first bone. When possible, this will also update the [code]bone_index[/code] of the first bone based on data provided by the [Skeleton3D].
- </description>
- </method>
- <method name="set_joint_one_length">
- <return type="void" />
- <param index="0" name="bone_length" type="float" />
- <description>
- Sets the length of the first bone in the TwoBoneIK modification.
- </description>
- </method>
- <method name="set_joint_one_roll">
- <return type="void" />
- <param index="0" name="roll" type="float" />
- <description>
- Sets the amount of roll/twist applied to the first bone in the TwoBoneIK modification.
- </description>
- </method>
- <method name="set_joint_two_bone_idx">
- <return type="void" />
- <param index="0" name="bone_idx" type="int" />
- <description>
- Sets the bone index, [param bone_idx], of the second bone. When possible, this will also update the [code]bone_name[/code] of the second bone based on data provided by the [Skeleton3D].
- </description>
- </method>
- <method name="set_joint_two_bone_name">
- <return type="void" />
- <param index="0" name="bone_name" type="String" />
- <description>
- Sets the bone name, [param bone_name], of the second bone. When possible, this will also update the [code]bone_index[/code] of the second bone based on data provided by the [Skeleton3D].
- </description>
- </method>
- <method name="set_joint_two_length">
- <return type="void" />
- <param index="0" name="bone_length" type="float" />
- <description>
- Sets the length of the second bone in the TwoBoneIK modification.
- </description>
- </method>
- <method name="set_joint_two_roll">
- <return type="void" />
- <param index="0" name="roll" type="float" />
- <description>
- Sets the amount of roll/twist applied to the second bone in the TwoBoneIK modification.
- </description>
- </method>
- <method name="set_pole_node">
- <return type="void" />
- <param index="0" name="pole_nodepath" type="NodePath" />
- <description>
- Sets the node to be used as the for the pole of the TwoBoneIK. When a node is set and the modification is set to use the pole node, the TwoBoneIK modification will bend the nodes in the direction towards this node when the bones need to bend.
- </description>
- </method>
- <method name="set_tip_node">
- <return type="void" />
- <param index="0" name="tip_nodepath" type="NodePath" />
- <description>
- Sets the node to be used as the tip for the second bone. This is used to calculate the length and position of the end of the second bone in the TwoBoneIK modification.
- [b]Note:[/b] The tip node should generally be a child node of a [BoneAttachment3D] node attached to the second bone, with the child node being offset so it is at the end of the bone.
- </description>
- </method>
- <method name="set_use_pole_node">
- <return type="void" />
- <param index="0" name="use_pole_node" type="bool" />
- <description>
- When [code]true[/code], the TwoBoneIK modification will bend the bones towards the pole node, if one has been set. This gives control over the direction the TwoBoneIK solver will bend, which is helpful for joints like elbows that only bend in certain directions.
- </description>
- </method>
- <method name="set_use_tip_node">
- <return type="void" />
- <param index="0" name="use_tip_node" type="bool" />
- <description>
- When [code]true[/code], the TwoBoneIK modification will use the tip node to calculate the distance and position of the end/tip of the second bone. This is the most stable solution for knowing the tip position and length of the second bone.
- </description>
- </method>
- </methods>
- <members>
- <member name="target_nodepath" type="NodePath" setter="set_target_node" getter="get_target_node" default="NodePath(&quot;&quot;)">
- The NodePath to the node that is the target for the TwoBoneIK modification. This node is what the modification will attempt to rotate the bones to reach.
- </member>
- </members>
-</class>
diff --git a/doc/classes/SkeletonModificationStack3D.xml b/doc/classes/SkeletonModificationStack3D.xml
deleted file mode 100644
index 9eaeeefd8e..0000000000
--- a/doc/classes/SkeletonModificationStack3D.xml
+++ /dev/null
@@ -1,88 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="SkeletonModificationStack3D" inherits="Resource" is_deprecated="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
- <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" />
- <param index="0" name="modification" type="SkeletonModification3D" />
- <description>
- Adds the passed-in [SkeletonModification3D] to the stack.
- </description>
- </method>
- <method name="delete_modification">
- <return type="void" />
- <param index="0" name="mod_idx" type="int" />
- <description>
- Deletes the [SkeletonModification3D] at the index position [param mod_idx], if it exists.
- </description>
- </method>
- <method name="enable_all_modifications">
- <return type="void" />
- <param index="0" name="enabled" type="bool" />
- <description>
- Enables all [SkeletonModification3D]s in the stack.
- </description>
- </method>
- <method name="execute">
- <return type="void" />
- <param index="0" name="delta" type="float" />
- <param 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 [param execution_mode], 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 indicates whether the modification stack is setup and can execute.
- </description>
- </method>
- <method name="get_modification" qualifiers="const">
- <return type="SkeletonModification3D" />
- <param index="0" name="mod_idx" type="int" />
- <description>
- Returns the [SkeletonModification3D] at the passed-in index, [param mod_idx].
- </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" />
- <param index="0" name="mod_idx" type="int" />
- <param index="1" name="modification" type="SkeletonModification3D" />
- <description>
- Sets the modification at [param mod_idx] to the passed-in modification, [param modification].
- </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 number 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>