diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/AnimationTree.xml | 84 | ||||
-rw-r--r-- | doc/classes/ProjectSettings.xml | 3 |
2 files changed, 81 insertions, 6 deletions
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml index 98256f0a38..ed98f47f58 100644 --- a/doc/classes/AnimationTree.xml +++ b/doc/classes/AnimationTree.xml @@ -33,7 +33,7 @@ <method name="get_root_motion_position" qualifiers="const"> <return type="Vector3" /> <description> - Retrieve the motion of position with the [member root_motion_track] as a [Vector3] that can be used elsewhere. + Retrieve the motion delta of position with the [member root_motion_track] as a [Vector3] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code]. See also [member root_motion_track] and [RootMotionView]. The most basic example is applying position to [CharacterBody3D]: @@ -50,12 +50,46 @@ move_and_slide() [/gdscript] [/codeblocks] + By using this in combination with [method get_root_motion_position_accumulator], you can apply the root motion position more correctly to account for the rotation of the node. + [codeblocks] + [gdscript] + func _process(delta): + if Input.is_action_just_pressed("animate"): + state_machine.travel("Animate") + set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation()) + var velocity: Vector3 = (animation_tree.get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * animation_tree.get_root_motion_position() / delta + set_velocity(velocity) + move_and_slide() + [/gdscript] + [/codeblocks] + </description> + </method> + <method name="get_root_motion_position_accumulator" qualifiers="const"> + <return type="Vector3" /> + <description> + Retrieve the blended value of the position tracks with the [member root_motion_track] as a [Vector3] that can be used elsewhere. + This is useful in cases where you want to respect the initial key values of the animation. + For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] is played in the previous frame and then an animation with only one key [code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference can be calculated as follows: + [codeblocks] + [gdscript] + var prev_root_motion_position_accumulator: Vector3 + + func _process(delta): + if Input.is_action_just_pressed("animate"): + state_machine.travel("Animate") + var current_root_motion_position_accumulator: Vector3 = animation_tree.get_root_motion_position_accumulator() + var difference: Vector3 = current_root_motion_position_accumulator - prev_root_motion_position_accumulator + prev_root_motion_position_accumulator = current_root_motion_position_accumulator + transform.origin += difference + [/gdscript] + [/codeblocks] + However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases. </description> </method> <method name="get_root_motion_rotation" qualifiers="const"> <return type="Quaternion" /> <description> - Retrieve the motion of rotation with the [member root_motion_track] as a [Quaternion] that can be used elsewhere. + Retrieve the motion delta of rotation with the [member root_motion_track] as a [Quaternion] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code]. See also [member root_motion_track] and [RootMotionView]. The most basic example is applying rotation to [CharacterBody3D]: @@ -69,10 +103,33 @@ [/codeblocks] </description> </method> + <method name="get_root_motion_rotation_accumulator" qualifiers="const"> + <return type="Quaternion" /> + <description> + Retrieve the blended value of the rotation tracks with the [member root_motion_track] as a [Quaternion] that can be used elsewhere. + This is necessary to apply the root motion position correctly, taking rotation into account. See also [method get_root_motion_position]. + Also, this is useful in cases where you want to respect the initial key values of the animation. + For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/code] is played in the previous frame and then an animation with only one key [code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, the difference can be calculated as follows: + [codeblocks] + [gdscript] + var prev_root_motion_rotation_accumulator: Quaternion + + func _process(delta): + if Input.is_action_just_pressed("animate"): + state_machine.travel("Animate") + var current_root_motion_rotation_accumulator: Quaternion = animation_tree.get_root_motion_Quaternion_accumulator() + var difference: Quaternion = prev_root_motion_rotation_accumulator.inverse() * current_root_motion_rotation_accumulator + prev_root_motion_rotation_accumulator = current_root_motion_rotation_accumulator + transform.basis *= difference + [/gdscript] + [/codeblocks] + However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases. + </description> + </method> <method name="get_root_motion_scale" qualifiers="const"> <return type="Vector3" /> <description> - Retrieve the motion of scale with the [member root_motion_track] as a [Vector3] that can be used elsewhere. + Retrieve the motion delta of scale with the [member root_motion_track] as a [Vector3] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code]. See also [member root_motion_track] and [RootMotionView]. The most basic example is applying scale to [CharacterBody3D]: @@ -92,6 +149,27 @@ [/codeblocks] </description> </method> + <method name="get_root_motion_scale_accumulator" qualifiers="const"> + <return type="Vector3" /> + <description> + Retrieve the blended value of the scale tracks with the [member root_motion_track] as a [Vector3] that can be used elsewhere. + For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] is played in the previous frame and then an animation with only one key [code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference can be calculated as follows: + [codeblocks] + [gdscript] + var prev_root_motion_scale_accumulator: Vector3 + + func _process(delta): + if Input.is_action_just_pressed("animate"): + state_machine.travel("Animate") + var current_root_motion_scale_accumulator: Vector3 = animation_tree.get_root_motion_scale_accumulator() + var difference: Vector3 = current_root_motion_scale_accumulator - prev_root_motion_scale_accumulator + prev_root_motion_scale_accumulator = current_root_motion_scale_accumulator + transform.basis = transform.basis.scaled(difference) + [/gdscript] + [/codeblocks] + However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases. + </description> + </method> </methods> <members> <member name="active" type="bool" setter="set_active" getter="is_active" default="false"> diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index c30747eac1..21be5e4bee 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -474,9 +474,6 @@ <member name="debug/gdscript/warnings/static_called_on_instance" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a static method from an instance of a class instead of from the class directly. </member> - <member name="debug/gdscript/warnings/treat_warnings_as_errors" type="bool" setter="" getter="" default="false"> - If [code]true[/code], all warnings will be reported as if they are errors. - </member> <member name="debug/gdscript/warnings/unassigned_variable" type="int" setter="" getter="" default="1"> When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using a variable that wasn't previously assigned. </member> |