diff options
Diffstat (limited to 'doc/classes/AnimationTree.xml')
| -rw-r--r-- | doc/classes/AnimationTree.xml | 84 | 
1 files changed, 81 insertions, 3 deletions
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index 98256f0a38..ed98f47f58 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -33,7 +33,7 @@  		<method name="get_root_motion_position" qualifiers="const">  			<return type="Vector3" />  			<description> -				Retrieve the motion of position with the [member root_motion_track] as a [Vector3] that can be used elsewhere. +				Retrieve the motion delta of position with the [member root_motion_track] as a [Vector3] that can be used elsewhere.  				If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].  				See also [member root_motion_track] and [RootMotionView].  				The most basic example is applying position to [CharacterBody3D]: @@ -50,12 +50,46 @@  				    move_and_slide()  				[/gdscript]  				[/codeblocks] +				By using this in combination with [method get_root_motion_position_accumulator], you can apply the root motion position more correctly to account for the rotation of the node. +				[codeblocks] +				[gdscript] +				func _process(delta): +				    if Input.is_action_just_pressed("animate"): +				        state_machine.travel("Animate") +				    set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation()) +				    var velocity: Vector3 = (animation_tree.get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * animation_tree.get_root_motion_position() / delta +				    set_velocity(velocity) +				    move_and_slide() +				[/gdscript] +				[/codeblocks] +			</description> +		</method> +		<method name="get_root_motion_position_accumulator" qualifiers="const"> +			<return type="Vector3" /> +			<description> +				Retrieve the blended value of the position tracks with the [member root_motion_track] as a [Vector3] that can be used elsewhere. +				This is useful in cases where you want to respect the initial key values of the animation. +				For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] is played in the previous frame and then an animation with only one key [code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference can be calculated as follows: +				[codeblocks] +				[gdscript] +				var prev_root_motion_position_accumulator: Vector3 + +				func _process(delta): +				    if Input.is_action_just_pressed("animate"): +				        state_machine.travel("Animate") +				    var current_root_motion_position_accumulator: Vector3 = animation_tree.get_root_motion_position_accumulator() +				    var difference: Vector3 = current_root_motion_position_accumulator - prev_root_motion_position_accumulator +				    prev_root_motion_position_accumulator = current_root_motion_position_accumulator +				    transform.origin += difference +				[/gdscript] +				[/codeblocks] +				However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.  			</description>  		</method>  		<method name="get_root_motion_rotation" qualifiers="const">  			<return type="Quaternion" />  			<description> -				Retrieve the motion of rotation with the [member root_motion_track] as a [Quaternion] that can be used elsewhere. +				Retrieve the motion delta of rotation with the [member root_motion_track] as a [Quaternion] that can be used elsewhere.  				If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].  				See also [member root_motion_track] and [RootMotionView].  				The most basic example is applying rotation to [CharacterBody3D]: @@ -69,10 +103,33 @@  				[/codeblocks]  			</description>  		</method> +		<method name="get_root_motion_rotation_accumulator" qualifiers="const"> +			<return type="Quaternion" /> +			<description> +				Retrieve the blended value of the rotation tracks with the [member root_motion_track] as a [Quaternion] that can be used elsewhere. +				This is necessary to apply the root motion position correctly, taking rotation into account. See also [method get_root_motion_position]. +				Also, this is useful in cases where you want to respect the initial key values of the animation. +				For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/code] is played in the previous frame and then an animation with only one key [code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, the difference can be calculated as follows: +				[codeblocks] +				[gdscript] +				var prev_root_motion_rotation_accumulator: Quaternion + +				func _process(delta): +				    if Input.is_action_just_pressed("animate"): +				        state_machine.travel("Animate") +				    var current_root_motion_rotation_accumulator: Quaternion = animation_tree.get_root_motion_Quaternion_accumulator() +				    var difference: Quaternion = prev_root_motion_rotation_accumulator.inverse() * current_root_motion_rotation_accumulator +				    prev_root_motion_rotation_accumulator = current_root_motion_rotation_accumulator +				    transform.basis *= difference +				[/gdscript] +				[/codeblocks] +				However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases. +			</description> +		</method>  		<method name="get_root_motion_scale" qualifiers="const">  			<return type="Vector3" />  			<description> -				Retrieve the motion of scale with the [member root_motion_track] as a [Vector3] that can be used elsewhere. +				Retrieve the motion delta of scale with the [member root_motion_track] as a [Vector3] that can be used elsewhere.  				If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].  				See also [member root_motion_track] and [RootMotionView].  				The most basic example is applying scale to [CharacterBody3D]: @@ -92,6 +149,27 @@  				[/codeblocks]  			</description>  		</method> +		<method name="get_root_motion_scale_accumulator" qualifiers="const"> +			<return type="Vector3" /> +			<description> +				Retrieve the blended value of the scale tracks with the [member root_motion_track] as a [Vector3] that can be used elsewhere. +				For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] is played in the previous frame and then an animation with only one key [code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference can be calculated as follows: +				[codeblocks] +				[gdscript] +				var prev_root_motion_scale_accumulator: Vector3 + +				func _process(delta): +				    if Input.is_action_just_pressed("animate"): +				        state_machine.travel("Animate") +				    var current_root_motion_scale_accumulator: Vector3 = animation_tree.get_root_motion_scale_accumulator() +				    var difference: Vector3 = current_root_motion_scale_accumulator - prev_root_motion_scale_accumulator +				    prev_root_motion_scale_accumulator = current_root_motion_scale_accumulator +				    transform.basis = transform.basis.scaled(difference) +				[/gdscript] +				[/codeblocks] +				However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases. +			</description> +		</method>  	</methods>  	<members>  		<member name="active" type="bool" setter="set_active" getter="is_active" default="false">  |