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+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="SkeletonModification3D" inherits="Resource" 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" />
+ <argument 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" />
+ <argument 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" />
+ <argument index="0" name="angle" type="float" />
+ <argument index="1" name="min" type="float" />
+ <argument index="2" name="max" type="float" />
+ <argument index="3" name="invert" type="bool" />
+ <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_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" />
+ <argument 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>