summaryrefslogtreecommitdiff
path: root/doc/classes/AnimationTree.xml
blob: a17a727d7e78597f7a7cac9cdf6914eab07d95e4 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimationTree" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		A node to be used for advanced animation transitions in an [AnimationPlayer].
	</brief_description>
	<description>
		A node to be used for advanced animation transitions in an [AnimationPlayer].
		[b]Note:[/b] When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
	</description>
	<tutorials>
		<link title="Using AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
		<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
	</tutorials>
	<methods>
		<method name="advance">
			<return type="void" />
			<param index="0" name="delta" type="float" />
			<description>
				Manually advance the animations by the specified time (in seconds).
			</description>
		</method>
		<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.
				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]:
				[codeblocks]
				[gdscript]
				var current_rotation: Quaternion

				func _process(delta):
				    if Input.is_action_just_pressed("animate"):
				        current_rotation = get_quaternion()
				        state_machine.travel("Animate")
				    var velocity: Vector3 = current_rotation * animation_tree.get_root_motion_position() / delta
				    set_velocity(velocity)
				    move_and_slide()
				[/gdscript]
				[/codeblocks]
			</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.
				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]:
				[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())
				[/gdscript]
				[/codeblocks]
			</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.
				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]:
				[codeblocks]
				[gdscript]
				var current_scale: Vector3 = Vector3(1, 1, 1)
				var scale_accum: Vector3 = Vector3(1, 1, 1)

				func _process(delta):
				    if Input.is_action_just_pressed("animate"):
				        current_scale = get_scale()
				        scale_accum = Vector3(1, 1, 1)
				        state_machine.travel("Animate")
				    scale_accum += animation_tree.get_root_motion_scale()
				    set_scale(current_scale * scale_accum)
				[/gdscript]
				[/codeblocks]
			</description>
		</method>
		<method name="rename_parameter">
			<return type="void" />
			<param index="0" name="old_name" type="String" />
			<param index="1" name="new_name" type="String" />
			<description>
			</description>
		</method>
	</methods>
	<members>
		<member name="active" type="bool" setter="set_active" getter="is_active" default="false">
			If [code]true[/code], the [AnimationTree] will be processing.
		</member>
		<member name="advance_expression_base_node" type="NodePath" setter="set_advance_expression_base_node" getter="get_advance_expression_base_node" default="NodePath(&quot;.&quot;)">
			The path to the [Node] used to evaluate the AnimationNode [Expression] if one is not explicitly specified internally.
		</member>
		<member name="anim_player" type="NodePath" setter="set_animation_player" getter="get_animation_player" default="NodePath(&quot;&quot;)">
			The path to the [AnimationPlayer] used for animating.
		</member>
		<member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="AnimationTree.AnimationProcessCallback" default="1">
			The process mode of this [AnimationTree]. See [enum AnimationProcessCallback] for available modes.
		</member>
		<member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath(&quot;&quot;)">
			The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
			If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale] and [RootMotionView].
		</member>
		<member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root">
			The root animation node of this [AnimationTree]. See [AnimationNode].
		</member>
	</members>
	<signals>
		<signal name="animation_finished">
			<param index="0" name="anim_name" type="StringName" />
			<description>
				Notifies when an animation finished playing.
				[b]Note:[/b] This signal is not emitted if an animation is looping or aborted. Also be aware of the possibility of unseen playback by sync and xfade.
			</description>
		</signal>
		<signal name="animation_player_changed">
			<description>
				Emitted when the [member anim_player] is changed.
			</description>
		</signal>
		<signal name="animation_started">
			<param index="0" name="anim_name" type="StringName" />
			<description>
				Notifies when an animation starts playing.
				[b]Note:[/b] This signal is not emitted if an animation is looping or playbacked from the middle. Also be aware of the possibility of unseen playback by sync and xfade.
			</description>
		</signal>
	</signals>
	<constants>
		<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessCallback">
			The animations will progress during the physics frame (i.e. [method Node._physics_process]).
		</constant>
		<constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessCallback">
			The animations will progress during the idle frame (i.e. [method Node._process]).
		</constant>
		<constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessCallback">
			The animations will only progress manually (see [method advance]).
		</constant>
	</constants>
</class>