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godot-docs/classes/class_skeleton.rst
2020-01-21 09:28:25 +01:00

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the Skeleton.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_Skeleton:
Skeleton
========
**Inherits:** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Skeleton for characters and animated objects.
Properties
----------
+-------------------------+-----------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`bones_in_world_transform<class_Skeleton_property_bones_in_world_transform>` |
+-------------------------+-----------------------------------------------------------------------------------+
Methods
-------
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`add_bone<class_Skeleton_method_add_bone>` **(** :ref:`String<class_String>` name **)** |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`bind_child_node_to_bone<class_Skeleton_method_bind_child_node_to_bone>` **(** :ref:`int<class_int>` bone_idx, :ref:`Node<class_Node>` node **)** |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`clear_bones<class_Skeleton_method_clear_bones>` **(** **)** |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`find_bone<class_Skeleton_method_find_bone>` **(** :ref:`String<class_String>` name **)** const |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_bone_count<class_Skeleton_method_get_bone_count>` **(** **)** const |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Transform<class_Transform>` | :ref:`get_bone_custom_pose<class_Skeleton_method_get_bone_custom_pose>` **(** :ref:`int<class_int>` bone_idx **)** const |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Transform<class_Transform>` | :ref:`get_bone_global_pose<class_Skeleton_method_get_bone_global_pose>` **(** :ref:`int<class_int>` bone_idx **)** const |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`String<class_String>` | :ref:`get_bone_name<class_Skeleton_method_get_bone_name>` **(** :ref:`int<class_int>` bone_idx **)** const |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_bone_parent<class_Skeleton_method_get_bone_parent>` **(** :ref:`int<class_int>` bone_idx **)** const |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Transform<class_Transform>` | :ref:`get_bone_pose<class_Skeleton_method_get_bone_pose>` **(** :ref:`int<class_int>` bone_idx **)** const |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Transform<class_Transform>` | :ref:`get_bone_rest<class_Skeleton_method_get_bone_rest>` **(** :ref:`int<class_int>` bone_idx **)** const |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Transform<class_Transform>` | :ref:`get_bone_transform<class_Skeleton_method_get_bone_transform>` **(** :ref:`int<class_int>` bone_idx **)** const |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`get_bound_child_nodes_to_bone<class_Skeleton_method_get_bound_child_nodes_to_bone>` **(** :ref:`int<class_int>` bone_idx **)** const |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`is_bone_rest_disabled<class_Skeleton_method_is_bone_rest_disabled>` **(** :ref:`int<class_int>` bone_idx **)** const |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`physical_bones_add_collision_exception<class_Skeleton_method_physical_bones_add_collision_exception>` **(** :ref:`RID<class_RID>` exception **)** |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`physical_bones_remove_collision_exception<class_Skeleton_method_physical_bones_remove_collision_exception>` **(** :ref:`RID<class_RID>` exception **)** |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`physical_bones_start_simulation<class_Skeleton_method_physical_bones_start_simulation>` **(** :ref:`Array<class_Array>` bones=[ ] **)** |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`physical_bones_stop_simulation<class_Skeleton_method_physical_bones_stop_simulation>` **(** **)** |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_bone_custom_pose<class_Skeleton_method_set_bone_custom_pose>` **(** :ref:`int<class_int>` bone_idx, :ref:`Transform<class_Transform>` custom_pose **)** |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_bone_disable_rest<class_Skeleton_method_set_bone_disable_rest>` **(** :ref:`int<class_int>` bone_idx, :ref:`bool<class_bool>` disable **)** |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_bone_global_pose<class_Skeleton_method_set_bone_global_pose>` **(** :ref:`int<class_int>` bone_idx, :ref:`Transform<class_Transform>` pose **)** |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_bone_ignore_animation<class_Skeleton_method_set_bone_ignore_animation>` **(** :ref:`int<class_int>` bone, :ref:`bool<class_bool>` ignore **)** |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_bone_parent<class_Skeleton_method_set_bone_parent>` **(** :ref:`int<class_int>` bone_idx, :ref:`int<class_int>` parent_idx **)** |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_bone_pose<class_Skeleton_method_set_bone_pose>` **(** :ref:`int<class_int>` bone_idx, :ref:`Transform<class_Transform>` pose **)** |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_bone_rest<class_Skeleton_method_set_bone_rest>` **(** :ref:`int<class_int>` bone_idx, :ref:`Transform<class_Transform>` rest **)** |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`unbind_child_node_from_bone<class_Skeleton_method_unbind_child_node_from_bone>` **(** :ref:`int<class_int>` bone_idx, :ref:`Node<class_Node>` node **)** |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`unparent_bone_and_rest<class_Skeleton_method_unparent_bone_and_rest>` **(** :ref:`int<class_int>` bone_idx **)** |
+-----------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Constants
---------
.. _class_Skeleton_constant_NOTIFICATION_UPDATE_SKELETON:
- **NOTIFICATION_UPDATE_SKELETON** = **50**
Description
-----------
Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see :ref:`Animation<class_Animation>`). Skeleton will support rag doll dynamics in the future.
The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose.
Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone.
Property Descriptions
---------------------
.. _class_Skeleton_property_bones_in_world_transform:
- :ref:`bool<class_bool>` **bones_in_world_transform**
+----------+-----------------------------------------+
| *Setter* | set_use_bones_in_world_transform(value) |
+----------+-----------------------------------------+
| *Getter* | is_using_bones_in_world_transform() |
+----------+-----------------------------------------+
Method Descriptions
-------------------
.. _class_Skeleton_method_add_bone:
- void **add_bone** **(** :ref:`String<class_String>` name **)**
Add a bone, with name "name". :ref:`get_bone_count<class_Skeleton_method_get_bone_count>` will become the bone index.
----
.. _class_Skeleton_method_bind_child_node_to_bone:
- void **bind_child_node_to_bone** **(** :ref:`int<class_int>` bone_idx, :ref:`Node<class_Node>` node **)**
Deprecated soon.
----
.. _class_Skeleton_method_clear_bones:
- void **clear_bones** **(** **)**
Clear all the bones in this skeleton.
----
.. _class_Skeleton_method_find_bone:
- :ref:`int<class_int>` **find_bone** **(** :ref:`String<class_String>` name **)** const
Returns the bone index that matches "name" as its name.
----
.. _class_Skeleton_method_get_bone_count:
- :ref:`int<class_int>` **get_bone_count** **(** **)** const
Returns the amount of bones in the skeleton.
----
.. _class_Skeleton_method_get_bone_custom_pose:
- :ref:`Transform<class_Transform>` **get_bone_custom_pose** **(** :ref:`int<class_int>` bone_idx **)** const
Returns the custom pose of the specified bone. Custom pose is applied on top of the rest pose.
----
.. _class_Skeleton_method_get_bone_global_pose:
- :ref:`Transform<class_Transform>` **get_bone_global_pose** **(** :ref:`int<class_int>` bone_idx **)** const
Returns the overall transform of the specified bone, with respect to the skeleton. Being relative to the skeleton frame, this is not the actual "global" transform of the bone.
----
.. _class_Skeleton_method_get_bone_name:
- :ref:`String<class_String>` **get_bone_name** **(** :ref:`int<class_int>` bone_idx **)** const
Returns the name of the bone at index "index".
----
.. _class_Skeleton_method_get_bone_parent:
- :ref:`int<class_int>` **get_bone_parent** **(** :ref:`int<class_int>` bone_idx **)** const
Returns the bone index which is the parent of the bone at "bone_idx". If -1, then bone has no parent. Note that the parent bone returned will always be less than "bone_idx".
----
.. _class_Skeleton_method_get_bone_pose:
- :ref:`Transform<class_Transform>` **get_bone_pose** **(** :ref:`int<class_int>` bone_idx **)** const
Returns the pose transform of the specified bone. Pose is applied on top of the custom pose, which is applied on top the rest pose.
----
.. _class_Skeleton_method_get_bone_rest:
- :ref:`Transform<class_Transform>` **get_bone_rest** **(** :ref:`int<class_int>` bone_idx **)** const
Returns the rest transform for a bone "bone_idx".
----
.. _class_Skeleton_method_get_bone_transform:
- :ref:`Transform<class_Transform>` **get_bone_transform** **(** :ref:`int<class_int>` bone_idx **)** const
Returns the combination of custom pose and pose. The returned transform is in skeleton's reference frame.
----
.. _class_Skeleton_method_get_bound_child_nodes_to_bone:
- :ref:`Array<class_Array>` **get_bound_child_nodes_to_bone** **(** :ref:`int<class_int>` bone_idx **)** const
Deprecated soon.
----
.. _class_Skeleton_method_is_bone_rest_disabled:
- :ref:`bool<class_bool>` **is_bone_rest_disabled** **(** :ref:`int<class_int>` bone_idx **)** const
----
.. _class_Skeleton_method_physical_bones_add_collision_exception:
- void **physical_bones_add_collision_exception** **(** :ref:`RID<class_RID>` exception **)**
----
.. _class_Skeleton_method_physical_bones_remove_collision_exception:
- void **physical_bones_remove_collision_exception** **(** :ref:`RID<class_RID>` exception **)**
----
.. _class_Skeleton_method_physical_bones_start_simulation:
- void **physical_bones_start_simulation** **(** :ref:`Array<class_Array>` bones=[ ] **)**
----
.. _class_Skeleton_method_physical_bones_stop_simulation:
- void **physical_bones_stop_simulation** **(** **)**
----
.. _class_Skeleton_method_set_bone_custom_pose:
- void **set_bone_custom_pose** **(** :ref:`int<class_int>` bone_idx, :ref:`Transform<class_Transform>` custom_pose **)**
----
.. _class_Skeleton_method_set_bone_disable_rest:
- void **set_bone_disable_rest** **(** :ref:`int<class_int>` bone_idx, :ref:`bool<class_bool>` disable **)**
----
.. _class_Skeleton_method_set_bone_global_pose:
- void **set_bone_global_pose** **(** :ref:`int<class_int>` bone_idx, :ref:`Transform<class_Transform>` pose **)**
----
.. _class_Skeleton_method_set_bone_ignore_animation:
- void **set_bone_ignore_animation** **(** :ref:`int<class_int>` bone, :ref:`bool<class_bool>` ignore **)**
----
.. _class_Skeleton_method_set_bone_parent:
- void **set_bone_parent** **(** :ref:`int<class_int>` bone_idx, :ref:`int<class_int>` parent_idx **)**
Set the bone index "parent_idx" as the parent of the bone at "bone_idx". If -1, then bone has no parent. Note: "parent_idx" must be less than "bone_idx".
----
.. _class_Skeleton_method_set_bone_pose:
- void **set_bone_pose** **(** :ref:`int<class_int>` bone_idx, :ref:`Transform<class_Transform>` pose **)**
Returns the pose transform for bone "bone_idx".
----
.. _class_Skeleton_method_set_bone_rest:
- void **set_bone_rest** **(** :ref:`int<class_int>` bone_idx, :ref:`Transform<class_Transform>` rest **)**
Set the rest transform for bone "bone_idx"
----
.. _class_Skeleton_method_unbind_child_node_from_bone:
- void **unbind_child_node_from_bone** **(** :ref:`int<class_int>` bone_idx, :ref:`Node<class_Node>` node **)**
Deprecated soon.
----
.. _class_Skeleton_method_unparent_bone_and_rest:
- void **unparent_bone_and_rest** **(** :ref:`int<class_int>` bone_idx **)**