classref: Sync with current master branch (96cdbbe)

This commit is contained in:
Godot Organization
2025-02-15 03:21:09 +00:00
parent 4f3c3fc101
commit b55955c3ce
427 changed files with 4074 additions and 3919 deletions

View File

@@ -169,7 +169,7 @@ Signals
**bone_enabled_changed**\ (\ bone_idx\: :ref:`int<class_int>`\ ) :ref:`🔗<class_Skeleton3D_signal_bone_enabled_changed>`
Emitted when the bone at ``bone_idx`` is toggled with :ref:`set_bone_enabled<class_Skeleton3D_method_set_bone_enabled>`. Use :ref:`is_bone_enabled<class_Skeleton3D_method_is_bone_enabled>` to check the new value.
Emitted when the bone at ``bone_idx`` is toggled with :ref:`set_bone_enabled()<class_Skeleton3D_method_set_bone_enabled>`. Use :ref:`is_bone_enabled()<class_Skeleton3D_method_is_bone_enabled>` to check the new value.
.. rst-class:: classref-item-separator
@@ -307,7 +307,7 @@ Property Descriptions
**Deprecated:** This property may be changed or removed in future versions.
If you follow the recommended workflow and explicitly have :ref:`PhysicalBoneSimulator3D<class_PhysicalBoneSimulator3D>` as a child of **Skeleton3D**, you can control whether it is affected by raycasting without running :ref:`physical_bones_start_simulation<class_Skeleton3D_method_physical_bones_start_simulation>`, by its :ref:`SkeletonModifier3D.active<class_SkeletonModifier3D_property_active>`.
If you follow the recommended workflow and explicitly have :ref:`PhysicalBoneSimulator3D<class_PhysicalBoneSimulator3D>` as a child of **Skeleton3D**, you can control whether it is affected by raycasting without running :ref:`physical_bones_start_simulation()<class_Skeleton3D_method_physical_bones_start_simulation>`, by its :ref:`SkeletonModifier3D.active<class_SkeletonModifier3D_property_active>`.
However, for old (deprecated) configurations, **Skeleton3D** has an internal virtual :ref:`PhysicalBoneSimulator3D<class_PhysicalBoneSimulator3D>` for compatibility. This property controls the internal virtual :ref:`PhysicalBoneSimulator3D<class_PhysicalBoneSimulator3D>`'s :ref:`SkeletonModifier3D.active<class_SkeletonModifier3D_property_active>`.
@@ -851,7 +851,7 @@ Disables the pose for the bone at ``bone_idx`` if ``false``, enables the bone po
Sets the global pose transform, ``pose``, for the bone at ``bone_idx``.
\ **Note:** If other bone poses have been changed, this method executes a dirty poses recalculation and will cause performance to deteriorate. If you know that multiple global poses will be applied, consider using :ref:`set_bone_pose<class_Skeleton3D_method_set_bone_pose>` with precalculation.
\ **Note:** If other bone poses have been changed, this method executes a dirty poses recalculation and will cause performance to deteriorate. If you know that multiple global poses will be applied, consider using :ref:`set_bone_pose()<class_Skeleton3D_method_set_bone_pose>` with precalculation.
.. rst-class:: classref-item-separator
@@ -869,7 +869,7 @@ Sets the global pose transform, ``pose``, for the bone at ``bone_idx``.
\ ``amount`` is the interpolation strength that will be used when applying the pose, and ``persistent`` determines if the applied pose will remain.
\ **Note:** The pose transform needs to be a global pose! To convert a world transform from a :ref:`Node3D<class_Node3D>` to a global bone pose, multiply the :ref:`Transform3D.affine_inverse<class_Transform3D_method_affine_inverse>` of the node's :ref:`Node3D.global_transform<class_Node3D_property_global_transform>` by the desired world transform.
\ **Note:** The pose transform needs to be a global pose! To convert a world transform from a :ref:`Node3D<class_Node3D>` to a global bone pose, multiply the :ref:`Transform3D.affine_inverse()<class_Transform3D_method_affine_inverse>` of the node's :ref:`Node3D.global_transform<class_Node3D_property_global_transform>` by the desired world transform.
.. rst-class:: classref-item-separator