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172 lines
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ReStructuredText
172 lines
12 KiB
ReStructuredText
:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SkeletonModification2D.xml.
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.. _class_SkeletonModification2D:
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SkeletonModification2D
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======================
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**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
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**Inherited By:** :ref:`SkeletonModification2DCCDIK<class_SkeletonModification2DCCDIK>`, :ref:`SkeletonModification2DFABRIK<class_SkeletonModification2DFABRIK>`, :ref:`SkeletonModification2DJiggle<class_SkeletonModification2DJiggle>`, :ref:`SkeletonModification2DLookAt<class_SkeletonModification2DLookAt>`, :ref:`SkeletonModification2DPhysicalBones<class_SkeletonModification2DPhysicalBones>`, :ref:`SkeletonModification2DStackHolder<class_SkeletonModification2DStackHolder>`, :ref:`SkeletonModification2DTwoBoneIK<class_SkeletonModification2DTwoBoneIK>`
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A resource that operates on :ref:`Bone2D<class_Bone2D>` nodes in a :ref:`Skeleton2D<class_Skeleton2D>`.
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Description
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-----------
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This resource provides an interface that can be expanded so code that operates on :ref:`Bone2D<class_Bone2D>` nodes in a :ref:`Skeleton2D<class_Skeleton2D>` can be mixed and matched together to create complex interactions.
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This is used to provide Godot with a flexible and powerful Inverse Kinematics solution that can be adapted for many different uses.
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Properties
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----------
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+-------------------------+-----------------------------------------------------------------------------+----------+
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| :ref:`bool<class_bool>` | :ref:`enabled<class_SkeletonModification2D_property_enabled>` | ``true`` |
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+-------------------------+-----------------------------------------------------------------------------+----------+
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| :ref:`int<class_int>` | :ref:`execution_mode<class_SkeletonModification2D_property_execution_mode>` | ``0`` |
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+-------------------------+-----------------------------------------------------------------------------+----------+
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Methods
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-------
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+-----------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`_draw_editor_gizmo<class_SkeletonModification2D_method__draw_editor_gizmo>` **(** **)** |virtual| |
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+-----------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`_execute<class_SkeletonModification2D_method__execute>` **(** :ref:`float<class_float>` delta **)** |virtual| |
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+-----------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`_setup_modification<class_SkeletonModification2D_method__setup_modification>` **(** :ref:`SkeletonModificationStack2D<class_SkeletonModificationStack2D>` modification_stack **)** |virtual| |
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+-----------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`clamp_angle<class_SkeletonModification2D_method_clamp_angle>` **(** :ref:`float<class_float>` angle, :ref:`float<class_float>` min, :ref:`float<class_float>` max, :ref:`bool<class_bool>` invert **)** |
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+-----------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_editor_draw_gizmo<class_SkeletonModification2D_method_get_editor_draw_gizmo>` **(** **)** |const| |
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+-----------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_is_setup<class_SkeletonModification2D_method_get_is_setup>` **(** **)** |const| |
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+-----------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`SkeletonModificationStack2D<class_SkeletonModificationStack2D>` | :ref:`get_modification_stack<class_SkeletonModification2D_method_get_modification_stack>` **(** **)** |
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+-----------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_editor_draw_gizmo<class_SkeletonModification2D_method_set_editor_draw_gizmo>` **(** :ref:`bool<class_bool>` draw_gizmo **)** |
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+-----------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_is_setup<class_SkeletonModification2D_method_set_is_setup>` **(** :ref:`bool<class_bool>` is_setup **)** |
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+-----------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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Property Descriptions
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---------------------
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.. _class_SkeletonModification2D_property_enabled:
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- :ref:`bool<class_bool>` **enabled**
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+-----------+--------------------+
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| *Default* | ``true`` |
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+-----------+--------------------+
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| *Setter* | set_enabled(value) |
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+-----------+--------------------+
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| *Getter* | get_enabled() |
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+-----------+--------------------+
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If ``true``, the modification's :ref:`_execute<class_SkeletonModification2D_method__execute>` function will be called by the :ref:`SkeletonModificationStack2D<class_SkeletonModificationStack2D>`.
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----
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.. _class_SkeletonModification2D_property_execution_mode:
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- :ref:`int<class_int>` **execution_mode**
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+-----------+---------------------------+
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| *Default* | ``0`` |
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+-----------+---------------------------+
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| *Setter* | set_execution_mode(value) |
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+-----------+---------------------------+
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| *Getter* | get_execution_mode() |
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+-----------+---------------------------+
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The execution mode for the modification. This tells the modification stack when to execute the modification. Some modifications have settings that are only available in certain execution modes.
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Method Descriptions
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-------------------
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.. _class_SkeletonModification2D_method__draw_editor_gizmo:
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- void **_draw_editor_gizmo** **(** **)** |virtual|
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Used for drawing **editor-only** modification gizmos. This function will only be called in the Godot editor and can be overridden to draw custom gizmos.
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\ **Note:** You will need to use the Skeleton2D from :ref:`SkeletonModificationStack2D.get_skeleton<class_SkeletonModificationStack2D_method_get_skeleton>` and it's draw functions, as the ``SkeletonModification2D`` resource cannot draw on its own.
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----
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.. _class_SkeletonModification2D_method__execute:
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- void **_execute** **(** :ref:`float<class_float>` delta **)** |virtual|
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Executes the given modification. This is where the modification performs whatever function it is designed to do.
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----
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.. _class_SkeletonModification2D_method__setup_modification:
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- void **_setup_modification** **(** :ref:`SkeletonModificationStack2D<class_SkeletonModificationStack2D>` modification_stack **)** |virtual|
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Called when the modification is setup. This is where the modification performs initialization.
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----
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.. _class_SkeletonModification2D_method_clamp_angle:
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- :ref:`float<class_float>` **clamp_angle** **(** :ref:`float<class_float>` angle, :ref:`float<class_float>` min, :ref:`float<class_float>` max, :ref:`bool<class_bool>` invert **)**
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Takes a angle and clamps it so it is within the passed-in ``min`` and ``max`` range. ``invert`` will inversely clamp the angle, clamping it to the range outside of the given bounds.
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----
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.. _class_SkeletonModification2D_method_get_editor_draw_gizmo:
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- :ref:`bool<class_bool>` **get_editor_draw_gizmo** **(** **)** |const|
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Returns whether this modification will call :ref:`_draw_editor_gizmo<class_SkeletonModification2D_method__draw_editor_gizmo>` in the Godot editor to draw modification-specific gizmos.
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----
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.. _class_SkeletonModification2D_method_get_is_setup:
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- :ref:`bool<class_bool>` **get_is_setup** **(** **)** |const|
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Returns whether this modification has been successfully setup or not.
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----
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.. _class_SkeletonModification2D_method_get_modification_stack:
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- :ref:`SkeletonModificationStack2D<class_SkeletonModificationStack2D>` **get_modification_stack** **(** **)**
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Returns the :ref:`SkeletonModificationStack2D<class_SkeletonModificationStack2D>` that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on.
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----
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.. _class_SkeletonModification2D_method_set_editor_draw_gizmo:
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- void **set_editor_draw_gizmo** **(** :ref:`bool<class_bool>` draw_gizmo **)**
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Sets whether this modification will call :ref:`_draw_editor_gizmo<class_SkeletonModification2D_method__draw_editor_gizmo>` in the Godot editor to draw modification-specific gizmos.
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----
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.. _class_SkeletonModification2D_method_set_is_setup:
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- void **set_is_setup** **(** :ref:`bool<class_bool>` is_setup **)**
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Manually allows you to set the setup state of the modification. This function should only rarely be used, as the :ref:`SkeletonModificationStack2D<class_SkeletonModificationStack2D>` the modification is bound to should handle setting the modification up.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
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.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
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.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
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