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+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="SkeletonModificationStack2D" inherits="Resource" version="4.0">
+ <brief_description>
+ A resource that holds a stack of [SkeletonModification2D]s.
+ </brief_description>
+ <description>
+ This resource is used by the Skeleton and holds a stack of [SkeletonModification2D]s.
+ This controls the order of the modifications and how they are applied. Modification order is especially important for full-body IK setups, as you need to execute the modifications in the correct order to get the desired results. For example, you want to execute a modification on the spine [i]before[/i] the arms on a humanoid skeleton.
+ This resource also controls how strongly all of the modifications are applied to the [Skeleton2D].
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="add_modification">
+ <return type="void" />
+ <argument index="0" name="modification" type="SkeletonModification2D" />
+ <description>
+ Adds the passed-in [SkeletonModification2D] to the stack.
+ </description>
+ </method>
+ <method name="delete_modification">
+ <return type="void" />
+ <argument index="0" name="mod_idx" type="int" />
+ <description>
+ Deletes the [SkeletonModification2D] at the index position [code]mod_idx[/code], if it exists.
+ </description>
+ </method>
+ <method name="enable_all_modifications">
+ <return type="void" />
+ <argument index="0" name="enabled" type="bool" />
+ <description>
+ Enables all [SkeletonModification2D]s in the stack.
+ </description>
+ </method>
+ <method name="execute">
+ <return type="void" />
+ <argument index="0" name="delta" type="float" />
+ <argument index="1" name="execution_mode" type="int" />
+ <description>
+ Executes all of the [SkeletonModification2D]s in the stack that use the same execution mode as the passed-in [code]execution_mode[/code], starting from index [code]0[/code] to [member modification_count].
+ [b]Note:[/b] The order of the modifications can matter depending on the modifications. For example, modifications on a spine should operate before modifications on the arms in order to get proper results.
+ </description>
+ </method>
+ <method name="get_is_setup" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns a boolean that indicates whether the modification stack is setup and can execute.
+ </description>
+ </method>
+ <method name="get_modification" qualifiers="const">
+ <return type="SkeletonModification2D" />
+ <argument index="0" name="mod_idx" type="int" />
+ <description>
+ Returns the [SkeletonModification2D] at the passed-in index, [code]mod_idx[/code].
+ </description>
+ </method>
+ <method name="get_skeleton" qualifiers="const">
+ <return type="Skeleton2D" />
+ <description>
+ Returns the [Skeleton2D] node that the SkeletonModificationStack2D is bound to.
+ </description>
+ </method>
+ <method name="set_modification">
+ <return type="void" />
+ <argument index="0" name="mod_idx" type="int" />
+ <argument index="1" name="modification" type="SkeletonModification2D" />
+ <description>
+ Sets the modification at [code]mod_idx[/code] to the passed-in modification, [code]modification[/code].
+ </description>
+ </method>
+ <method name="setup">
+ <return type="void" />
+ <description>
+ Sets up the modification stack so it can execute. This function should be called by [Skeleton2D] and shouldn't be manually called unless you know what you are doing.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="false">
+ If [code]true[/code], the modification's in the stack will be called. This is handled automatically through the [Skeleton2D] node.
+ </member>
+ <member name="modification_count" type="int" setter="set_modification_count" getter="get_modification_count" default="0">
+ The number of modifications in the stack.
+ </member>
+ <member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0">
+ The interpolation strength of the modifications in stack. A value of [code]0[/code] will make it where the modifications are not applied, a strength of [code]0.5[/code] will be half applied, and a strength of [code]1[/code] will allow the modifications to be fully applied and override the [Skeleton2D] [Bone2D] poses.
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>