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Diffstat (limited to 'doc/classes/Skeleton2D.xml')
-rw-r--r-- | doc/classes/Skeleton2D.xml | 54 |
1 files changed, 46 insertions, 8 deletions
diff --git a/doc/classes/Skeleton2D.xml b/doc/classes/Skeleton2D.xml index 0ddbac9ba4..839193fb61 100644 --- a/doc/classes/Skeleton2D.xml +++ b/doc/classes/Skeleton2D.xml @@ -5,38 +5,76 @@ </brief_description> <description> Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of [Bone2D]. Skeleton2D holds a reference to the rest pose of its children and acts as a single point of access to its bones. + To setup different types of inverse kinematics for the given Skeleton2D, a [SkeletonModificationStack2D] should be created. They can be applied by creating the desired number of modifications, which can be done by increasing [member SkeletonModificationStack2D.modification_count]. </description> <tutorials> <link title="2D skeletons">https://docs.godotengine.org/en/latest/tutorials/animation/2d_skeletons.html</link> </tutorials> <methods> + <method name="execute_modifications"> + <return type="void" /> + <argument index="0" name="delta" type="float" /> + <argument index="1" name="execution_mode" type="int" /> + <description> + Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton3D has one assigned. + </description> + </method> <method name="get_bone"> - <return type="Bone2D"> - </return> - <argument index="0" name="idx" type="int"> - </argument> + <return type="Bone2D" /> + <argument index="0" name="idx" type="int" /> <description> Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameter [code]idx[/code]. Bones are indexed by descending the node hierarchy from top to bottom, adding the children of each branch before moving to the next sibling. </description> </method> <method name="get_bone_count" qualifiers="const"> - <return type="int"> - </return> + <return type="int" /> <description> Returns the number of [Bone2D] nodes in the node hierarchy parented by Skeleton2D. </description> </method> + <method name="get_bone_local_pose_override"> + <return type="Transform2D" /> + <argument index="0" name="bone_idx" type="int" /> + <description> + Returns the local pose override transform for [code]bone_idx[/code]. + </description> + </method> + <method name="get_modification_stack" qualifiers="const"> + <return type="SkeletonModificationStack2D" /> + <description> + Returns the [SkeletonModificationStack2D] attached to this skeleton, if one exists. + </description> + </method> <method name="get_skeleton" qualifiers="const"> - <return type="RID"> - </return> + <return type="RID" /> <description> Returns the [RID] of a Skeleton2D instance. </description> </method> + <method name="set_bone_local_pose_override"> + <return type="void" /> + <argument index="0" name="bone_idx" type="int" /> + <argument index="1" name="override_pose" type="Transform2D" /> + <argument index="2" name="strength" type="float" /> + <argument index="3" name="persistent" type="bool" /> + <description> + Sets the local pose transform, [code]pose[/code], for the bone at [code]bone_idx[/code]. + [code]amount[/code] is the interpolation strength that will be used when applying the pose, and [code]persistent[/code] determines if the applied pose will remain. + [b]Note:[/b] The pose transform needs to be a local transform relative to the [Bone2D] node at [code]bone_idx[/code]! + </description> + </method> + <method name="set_modification_stack"> + <return type="void" /> + <argument index="0" name="modification_stack" type="SkeletonModificationStack2D" /> + <description> + Sets the [SkeletonModificationStack2D] attached to this skeleton. + </description> + </method> </methods> <signals> <signal name="bone_setup_changed"> <description> + Emitted when the [Bone2D] setup attached to this skeletons changes. This is primarily used internally within the skeleton. </description> </signal> </signals> |