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