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path: root/doc/classes/AnimationTree.xml
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<?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="_post_process_key_value" qualifiers="virtual const">
			<return type="Variant" />
			<param index="0" name="animation" type="Animation" />
			<param index="1" name="track" type="int" />
			<param index="2" name="value" type="Variant" />
			<param index="3" name="object" type="Object" />
			<param index="4" name="object_idx" type="int" />
			<description>
				A virtual function for processing after key getting during playback.
			</description>
		</method>
		<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>
	</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="audio_max_polyphony" type="int" setter="set_audio_max_polyphony" getter="get_audio_max_polyphony" default="32">
			The number of possible simultaneous sounds for each of the assigned AudioStreamPlayers.
			For example, if this value is [code]32[/code] and the animation has two audio tracks, the two [AudioStreamPlayer]s assigned can play simultaneously up to [code]32[/code] voices each.
		</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 canceled 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>