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Diffstat (limited to 'doc/classes/SkeletonModification2D.xml')
-rw-r--r-- | doc/classes/SkeletonModification2D.xml | 104 |
1 files changed, 104 insertions, 0 deletions
diff --git a/doc/classes/SkeletonModification2D.xml b/doc/classes/SkeletonModification2D.xml new file mode 100644 index 0000000000..8596dac76e --- /dev/null +++ b/doc/classes/SkeletonModification2D.xml @@ -0,0 +1,104 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="SkeletonModification2D" inherits="Resource" version="4.0"> + <brief_description> + A resource that operates on [Bone2D] nodes in a [Skeleton2D]. + </brief_description> + <description> + This resource provides an interface that can be expanded so code that operates on [Bone2D] nodes in a [Skeleton2D] 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="_draw_editor_gizmo" qualifiers="virtual"> + <return type="void"> + </return> + <description> + Used for drawing [b]editor-only[/b] modification gizmos. This function will only be called in the Godot editor and can be overriden to draw custom gizmos. + [b]Note:[/b] You will need to use the Skeleton2D from [method SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the [SkeletonModification2D] resource cannot draw on its own. + </description> + </method> + <method name="_execute" qualifiers="virtual"> + <return type="void"> + </return> + <argument index="0" name="delta" type="float"> + </argument> + <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"> + </return> + <argument index="0" name="modification_stack" type="SkeletonModificationStack2D"> + </argument> + <description> + Called when the modification is setup. This is where the modification performs initialization. + </description> + </method> + <method name="clamp_angle"> + <return type="float"> + </return> + <argument index="0" name="angle" type="float"> + </argument> + <argument index="1" name="min" type="float"> + </argument> + <argument index="2" name="max" type="float"> + </argument> + <argument index="3" name="invert" type="bool"> + </argument> + <description> + Takes a angle and clamps it so it is within the passed-in [code]min[/code] and [code]max[/code] range. [code]invert[/code] will inversely clamp the angle, clamping it to the range outside of the given bounds. + </description> + </method> + <method name="get_editor_draw_gizmo" qualifiers="const"> + <return type="bool"> + </return> + <description> + Returns whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos. + </description> + </method> + <method name="get_is_setup" qualifiers="const"> + <return type="bool"> + </return> + <description> + Returns whether this modification has been successfully setup or not. + </description> + </method> + <method name="get_modification_stack"> + <return type="SkeletonModificationStack2D"> + </return> + <description> + Returns the [SkeletonModificationStack2D] 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_editor_draw_gizmo"> + <return type="void"> + </return> + <argument index="0" name="draw_gizmo" type="bool"> + </argument> + <description> + Sets whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos. + </description> + </method> + <method name="set_is_setup"> + <return type="void"> + </return> + <argument index="0" name="is_setup" type="bool"> + </argument> + <description> + Manually allows you to set the setup state of the modification. This function should only rarely be used, as the [SkeletonModificationStack2D] 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"> + If [code]true[/code], the modification's [method _execute] function will be called by the [SkeletonModificationStack2D]. + </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 availible in certain execution modes. + </member> + </members> + <constants> + </constants> +</class> |