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path: root/doc/classes/AnimationNode.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationNode" inherits="Resource" version="4.0">
	<brief_description>
		Base resource for [AnimationTree] nodes.
	</brief_description>
	<description>
		Base resource for [AnimationTree] nodes. In general, it's not used directly, but you can create custom ones with custom blending formulas.
	Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], otherwise [AnimationRootNode] should be used instead.
	</description>
	<tutorials>
		<link title="AnimationTree">https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html</link>
	</tutorials>
	<methods>
		<method name="_get_caption" qualifiers="virtual const">
			<return type="String" />
			<description>
				Gets the text caption for this node (used by some editors).
			</description>
		</method>
		<method name="_get_child_by_name" qualifiers="virtual const">
			<return type="AnimationNode" />
			<argument index="0" name="name" type="StringName" />
			<description>
				Gets a child node by index (used by editors inheriting from [AnimationRootNode]).
			</description>
		</method>
		<method name="_get_child_nodes" qualifiers="virtual const">
			<return type="Dictionary" />
			<description>
				Gets all children nodes in order as a [code]name: node[/code] dictionary. Only useful when inheriting [AnimationRootNode].
			</description>
		</method>
		<method name="_get_parameter_default_value" qualifiers="virtual const">
			<return type="Variant" />
			<argument index="0" name="parameter" type="StringName" />
			<description>
				Gets the default value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.
			</description>
		</method>
		<method name="_get_parameter_list" qualifiers="virtual const">
			<return type="Array" />
			<description>
				Gets the property information for parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees. Format is similar to [method Object.get_property_list].
			</description>
		</method>
		<method name="_has_filter" qualifiers="virtual const">
			<return type="bool" />
			<description>
				Returns [code]true[/code] whether you want the blend tree editor to display filter editing on this node.
			</description>
		</method>
		<method name="_process" qualifiers="virtual const">
			<return type="float" />
			<argument index="0" name="time" type="float" />
			<argument index="1" name="seek" type="bool" />
			<description>
				User-defined callback called when a custom node is processed. The [code]time[/code] parameter is a relative delta, unless [code]seek[/code] is [code]true[/code], in which case it is absolute.
				Here, call the [method blend_input], [method blend_node] or [method blend_animation] functions. You can also use [method get_parameter] and [method set_parameter] to modify local memory.
				This function should return the time left for the current animation to finish (if unsure, pass the value from the main blend being called).
			</description>
		</method>
		<method name="add_input">
			<return type="void" />
			<argument index="0" name="name" type="String" />
			<description>
				Adds an input to the node. This is only useful for nodes created for use in an [AnimationNodeBlendTree].
			</description>
		</method>
		<method name="blend_animation">
			<return type="void" />
			<argument index="0" name="animation" type="StringName" />
			<argument index="1" name="time" type="float" />
			<argument index="2" name="delta" type="float" />
			<argument index="3" name="seeked" type="bool" />
			<argument index="4" name="blend" type="float" />
			<description>
				Blend an animation by [code]blend[/code] amount (name must be valid in the linked [AnimationPlayer]). A [code]time[/code] and [code]delta[/code] may be passed, as well as whether [code]seek[/code] happened.
			</description>
		</method>
		<method name="blend_input">
			<return type="float" />
			<argument index="0" name="input_index" type="int" />
			<argument index="1" name="time" type="float" />
			<argument index="2" name="seek" type="bool" />
			<argument index="3" name="blend" type="float" />
			<argument index="4" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" />
			<argument index="5" name="optimize" type="bool" default="true" />
			<description>
				Blend an input. This is only useful for nodes created for an [AnimationNodeBlendTree]. The [code]time[/code] parameter is a relative delta, unless [code]seek[/code] is [code]true[/code], in which case it is absolute. A filter mode may be optionally passed (see [enum FilterAction] for options).
			</description>
		</method>
		<method name="blend_node">
			<return type="float" />
			<argument index="0" name="name" type="StringName" />
			<argument index="1" name="node" type="AnimationNode" />
			<argument index="2" name="time" type="float" />
			<argument index="3" name="seek" type="bool" />
			<argument index="4" name="blend" type="float" />
			<argument index="5" name="filter" type="int" enum="AnimationNode.FilterAction" default="0" />
			<argument index="6" name="optimize" type="bool" default="true" />
			<description>
				Blend another animation node (in case this node contains children animation nodes). This function is only useful if you inherit from [AnimationRootNode] instead, else editors will not display your node for addition.
			</description>
		</method>
		<method name="get_input_count" qualifiers="const">
			<return type="int" />
			<description>
				Amount of inputs in this node, only useful for nodes that go into [AnimationNodeBlendTree].
			</description>
		</method>
		<method name="get_input_name">
			<return type="String" />
			<argument index="0" name="input" type="int" />
			<description>
				Gets the name of an input by index.
			</description>
		</method>
		<method name="get_parameter" qualifiers="const">
			<return type="Variant" />
			<argument index="0" name="name" type="StringName" />
			<description>
				Gets the value of a parameter. Parameters are custom local memory used for your nodes, given a resource can be reused in multiple trees.
			</description>
		</method>
		<method name="is_path_filtered" qualifiers="const">
			<return type="bool" />
			<argument index="0" name="path" type="NodePath" />
			<description>
				Returns [code]true[/code] whether a given path is filtered.
			</description>
		</method>
		<method name="remove_input">
			<return type="void" />
			<argument index="0" name="index" type="int" />
			<description>
				Removes an input, call this only when inactive.
			</description>
		</method>
		<method name="set_filter_path">
			<return type="void" />
			<argument index="0" name="path" type="NodePath" />
			<argument index="1" name="enable" type="bool" />
			<description>
				Adds or removes a path for the filter.
			</description>
		</method>
		<method name="set_parameter">
			<return type="void" />
			<argument index="0" name="name" type="StringName" />
			<argument index="1" name="value" type="Variant" />
			<description>
				Sets a custom parameter. These are used as local storage, because resources can be reused across the tree or scenes.
			</description>
		</method>
	</methods>
	<members>
		<member name="filter_enabled" type="bool" setter="set_filter_enabled" getter="is_filter_enabled">
			If [code]true[/code], filtering is enabled.
		</member>
	</members>
	<signals>
		<signal name="removed_from_graph">
			<description>
				Called when the node was removed from the graph.
			</description>
		</signal>
		<signal name="tree_changed">
			<description>
				Emitted by nodes that inherit from this class and that have an internal tree when one of their nodes changes. The nodes that emit this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], [AnimationNodeStateMachine], and [AnimationNodeBlendTree].
			</description>
		</signal>
	</signals>
	<constants>
		<constant name="FILTER_IGNORE" value="0" enum="FilterAction">
			Do not use filtering.
		</constant>
		<constant name="FILTER_PASS" value="1" enum="FilterAction">
			Paths matching the filter will be allowed to pass.
		</constant>
		<constant name="FILTER_STOP" value="2" enum="FilterAction">
			Paths matching the filter will be discarded.
		</constant>
		<constant name="FILTER_BLEND" value="3" enum="FilterAction">
			Paths matching the filter will be blended (by the blend value).
		</constant>
	</constants>
</class>