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ReStructuredText
185 lines
10 KiB
ReStructuredText
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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the AnimationTree.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_AnimationTree:
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AnimationTree
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=============
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**Inherits:** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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A node to be used for advanced animation transitions in an :ref:`AnimationPlayer<class_AnimationPlayer>`.
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Description
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-----------
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A node to be used for advanced animation transitions in an :ref:`AnimationPlayer<class_AnimationPlayer>`.
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**Note:** When linked with an :ref:`AnimationPlayer<class_AnimationPlayer>`, several properties and methods of the corresponding :ref:`AnimationPlayer<class_AnimationPlayer>` will not function as expected. Playback and transitions should be handled using only the ``AnimationTree`` and its constituent :ref:`AnimationNode<class_AnimationNode>`\ (s). The :ref:`AnimationPlayer<class_AnimationPlayer>` node should be used solely for adding, deleting, and editing animations.
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Tutorials
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---------
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- :doc:`Using AnimationTree <../tutorials/animation/animation_tree>`
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- `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
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Properties
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----------
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+------------------------------------------------------------------------------+--------------------------------------------------------------------------+------------------+
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| :ref:`bool<class_bool>` | :ref:`active<class_AnimationTree_property_active>` | ``false`` |
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+------------------------------------------------------------------------------+--------------------------------------------------------------------------+------------------+
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| :ref:`NodePath<class_NodePath>` | :ref:`anim_player<class_AnimationTree_property_anim_player>` | ``NodePath("")`` |
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+------------------------------------------------------------------------------+--------------------------------------------------------------------------+------------------+
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| :ref:`AnimationProcessCallback<enum_AnimationTree_AnimationProcessCallback>` | :ref:`process_callback<class_AnimationTree_property_process_callback>` | ``1`` |
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+------------------------------------------------------------------------------+--------------------------------------------------------------------------+------------------+
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| :ref:`NodePath<class_NodePath>` | :ref:`root_motion_track<class_AnimationTree_property_root_motion_track>` | ``NodePath("")`` |
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+------------------------------------------------------------------------------+--------------------------------------------------------------------------+------------------+
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| :ref:`AnimationNode<class_AnimationNode>` | :ref:`tree_root<class_AnimationTree_property_tree_root>` | |
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+------------------------------------------------------------------------------+--------------------------------------------------------------------------+------------------+
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Methods
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-------
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+---------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`advance<class_AnimationTree_method_advance>` **(** :ref:`float<class_float>` delta **)** |
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+---------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Transform3D<class_Transform3D>` | :ref:`get_root_motion_transform<class_AnimationTree_method_get_root_motion_transform>` **(** **)** |const| |
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+---------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`rename_parameter<class_AnimationTree_method_rename_parameter>` **(** :ref:`String<class_String>` old_name, :ref:`String<class_String>` new_name **)** |
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+---------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------+
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Enumerations
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------------
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.. _enum_AnimationTree_AnimationProcessCallback:
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.. _class_AnimationTree_constant_ANIMATION_PROCESS_PHYSICS:
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.. _class_AnimationTree_constant_ANIMATION_PROCESS_IDLE:
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.. _class_AnimationTree_constant_ANIMATION_PROCESS_MANUAL:
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enum **AnimationProcessCallback**:
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- **ANIMATION_PROCESS_PHYSICS** = **0** --- The animations will progress during the physics frame (i.e. :ref:`Node._physics_process<class_Node_method__physics_process>`).
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- **ANIMATION_PROCESS_IDLE** = **1** --- The animations will progress during the idle frame (i.e. :ref:`Node._process<class_Node_method__process>`).
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- **ANIMATION_PROCESS_MANUAL** = **2** --- The animations will only progress manually (see :ref:`advance<class_AnimationTree_method_advance>`).
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Property Descriptions
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---------------------
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.. _class_AnimationTree_property_active:
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- :ref:`bool<class_bool>` **active**
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+-----------+-------------------+
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| *Default* | ``false`` |
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+-----------+-------------------+
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| *Setter* | set_active(value) |
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+-----------+-------------------+
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| *Getter* | is_active() |
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+-----------+-------------------+
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If ``true``, the ``AnimationTree`` will be processing.
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----
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.. _class_AnimationTree_property_anim_player:
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- :ref:`NodePath<class_NodePath>` **anim_player**
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+-----------+-----------------------------+
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| *Default* | ``NodePath("")`` |
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+-----------+-----------------------------+
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| *Setter* | set_animation_player(value) |
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+-----------+-----------------------------+
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| *Getter* | get_animation_player() |
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+-----------+-----------------------------+
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The path to the :ref:`AnimationPlayer<class_AnimationPlayer>` used for animating.
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----
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.. _class_AnimationTree_property_process_callback:
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- :ref:`AnimationProcessCallback<enum_AnimationTree_AnimationProcessCallback>` **process_callback**
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+-----------+-----------------------------+
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| *Default* | ``1`` |
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+-----------+-----------------------------+
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| *Setter* | set_process_callback(value) |
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+-----------+-----------------------------+
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| *Getter* | get_process_callback() |
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+-----------+-----------------------------+
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The process mode of this ``AnimationTree``. See :ref:`AnimationProcessCallback<enum_AnimationTree_AnimationProcessCallback>` for available modes.
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----
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.. _class_AnimationTree_property_root_motion_track:
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- :ref:`NodePath<class_NodePath>` **root_motion_track**
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+-----------+------------------------------+
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| *Default* | ``NodePath("")`` |
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+-----------+------------------------------+
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| *Setter* | set_root_motion_track(value) |
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+-----------+------------------------------+
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| *Getter* | get_root_motion_track() |
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+-----------+------------------------------+
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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 ``":"``. For example, ``"character/skeleton:ankle"`` or ``"character/mesh:transform/local"``.
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If the track has type :ref:`Animation.TYPE_POSITION_3D<class_Animation_constant_TYPE_POSITION_3D>`, :ref:`Animation.TYPE_ROTATION_3D<class_Animation_constant_TYPE_ROTATION_3D>` or :ref:`Animation.TYPE_SCALE_3D<class_Animation_constant_TYPE_SCALE_3D>` the transformation will be cancelled visually, and the animation will appear to stay in place. See also :ref:`get_root_motion_transform<class_AnimationTree_method_get_root_motion_transform>` and :ref:`RootMotionView<class_RootMotionView>`.
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----
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.. _class_AnimationTree_property_tree_root:
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- :ref:`AnimationNode<class_AnimationNode>` **tree_root**
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+----------+----------------------+
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| *Setter* | set_tree_root(value) |
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+----------+----------------------+
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| *Getter* | get_tree_root() |
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+----------+----------------------+
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The root animation node of this ``AnimationTree``. See :ref:`AnimationNode<class_AnimationNode>`.
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Method Descriptions
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-------------------
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.. _class_AnimationTree_method_advance:
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- void **advance** **(** :ref:`float<class_float>` delta **)**
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Manually advance the animations by the specified time (in seconds).
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----
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.. _class_AnimationTree_method_get_root_motion_transform:
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- :ref:`Transform3D<class_Transform3D>` **get_root_motion_transform** **(** **)** |const|
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Retrieve the motion of the :ref:`root_motion_track<class_AnimationTree_property_root_motion_track>` as a :ref:`Transform3D<class_Transform3D>` that can be used elsewhere. If :ref:`root_motion_track<class_AnimationTree_property_root_motion_track>` is not a path to a track of type :ref:`Animation.TYPE_POSITION_3D<class_Animation_constant_TYPE_POSITION_3D>`, :ref:`Animation.TYPE_SCALE_3D<class_Animation_constant_TYPE_SCALE_3D>` or :ref:`Animation.TYPE_ROTATION_3D<class_Animation_constant_TYPE_ROTATION_3D>`, returns an identity transformation. See also :ref:`root_motion_track<class_AnimationTree_property_root_motion_track>` and :ref:`RootMotionView<class_RootMotionView>`.
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----
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.. _class_AnimationTree_method_rename_parameter:
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- void **rename_parameter** **(** :ref:`String<class_String>` old_name, :ref:`String<class_String>` new_name **)**
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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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