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-rw-r--r--doc/classes/AnimationTree.xml34
1 files changed, 14 insertions, 20 deletions
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml
index 262b5addb7..843dd5a6d1 100644
--- a/doc/classes/AnimationTree.xml
+++ b/doc/classes/AnimationTree.xml
@@ -7,33 +7,27 @@
Note: When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
</description>
<tutorials>
- <link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
+ <link title="Using AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
</tutorials>
<methods>
<method name="advance">
- <return type="void">
- </return>
- <argument index="0" name="delta" type="float">
- </argument>
+ <return type="void" />
+ <argument index="0" name="delta" type="float" />
<description>
Manually advance the animations by the specified time (in seconds).
</description>
</method>
<method name="get_root_motion_transform" qualifiers="const">
- <return type="Transform">
- </return>
+ <return type="Transform3D" />
<description>
- Retrieve the motion of the [member root_motion_track] as a [Transform] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_TRANSFORM], returns an identity transformation.
+ Retrieve the motion of the [member root_motion_track] as a [Transform3D] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_TRANSFORM3D], returns an identity transformation. See also [member root_motion_track] and [RootMotionView].
</description>
</method>
<method name="rename_parameter">
- <return type="void">
- </return>
- <argument index="0" name="old_name" type="String">
- </argument>
- <argument index="1" name="new_name" type="String">
- </argument>
+ <return type="void" />
+ <argument index="0" name="old_name" type="String" />
+ <argument index="1" name="new_name" type="String" />
<description>
</description>
</method>
@@ -45,25 +39,25 @@
<member name="anim_player" type="NodePath" setter="set_animation_player" getter="get_animation_player" default="NodePath(&quot;&quot;)">
The path to the [AnimationPlayer] used for animating.
</member>
- <member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="AnimationTree.AnimationProcessMode" default="1">
- The process mode of this [AnimationTree]. See [enum AnimationProcessMode] for available modes.
+ <member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="AnimationTree.AnimationProcessCallback" default="1">
+ The process mode of this [AnimationTree]. See [enum AnimationProcessCallback] for available modes.
</member>
<member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath(&quot;&quot;)">
The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
- If the track has type [constant Animation.TYPE_TRANSFORM], the transformation will be cancelled visually, and the animation will appear to stay in place.
+ If the track has type [constant Animation.TYPE_TRANSFORM3D], the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_transform] and [RootMotionView].
</member>
<member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root">
The root animation node of this [AnimationTree]. See [AnimationNode].
</member>
</members>
<constants>
- <constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessMode">
+ <constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessCallback">
The animations will progress during the physics frame (i.e. [method Node._physics_process]).
</constant>
- <constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessMode">
+ <constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessCallback">
The animations will progress during the idle frame (i.e. [method Node._process]).
</constant>
- <constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessMode">
+ <constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessCallback">
The animations will only progress manually (see [method advance]).
</constant>
</constants>