virtualx-engine/doc/classes/SkeletonModification2D.xml
Lyuma 033abdc59f 2D and 3D Skeleton modification docs, and small fixes.
Mark SkeletonModificationStack3D and related as deprecated.
Mark local bone override and axis functions deprecated in Skeleton3D api.
Fix array property glitch in SkeletonModificationStack2D
Mark SkeletonModificationStack2D and related APIs as experimental. Mark SkeletonIK3D as deprecated.
2022-09-14 15:07:45 -07:00

85 lines
4.3 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="SkeletonModification2D" inherits="Resource" is_experimental="true" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A resource that operates on [Bone2D] nodes in a [Skeleton2D].
</brief_description>
<description>
This resource provides an interface that can be expanded so code that operates on [Bone2D] nodes in a [Skeleton2D] can be mixed and matched together to create complex interactions.
This is used to provide Godot with a flexible and powerful Inverse Kinematics solution that can be adapted for many different uses.
</description>
<tutorials>
</tutorials>
<methods>
<method name="_draw_editor_gizmo" qualifiers="virtual">
<return type="void" />
<description>
Used for drawing [b]editor-only[/b] modification gizmos. This function will only be called in the Godot editor and can be overridden to draw custom gizmos.
[b]Note:[/b] You will need to use the Skeleton2D from [method SkeletonModificationStack2D.get_skeleton] and it's draw functions, as the [SkeletonModification2D] resource cannot draw on its own.
</description>
</method>
<method name="_execute" qualifiers="virtual">
<return type="void" />
<param index="0" name="delta" type="float" />
<description>
Executes the given modification. This is where the modification performs whatever function it is designed to do.
</description>
</method>
<method name="_setup_modification" qualifiers="virtual">
<return type="void" />
<param index="0" name="modification_stack" type="SkeletonModificationStack2D" />
<description>
Called when the modification is setup. This is where the modification performs initialization.
</description>
</method>
<method name="clamp_angle">
<return type="float" />
<param index="0" name="angle" type="float" />
<param index="1" name="min" type="float" />
<param index="2" name="max" type="float" />
<param index="3" name="invert" type="bool" />
<description>
Takes a angle and clamps it so it is within the passed-in [param min] and [param max] range. [param invert] will inversely clamp the angle, clamping it to the range outside of the given bounds.
</description>
</method>
<method name="get_editor_draw_gizmo" qualifiers="const">
<return type="bool" />
<description>
Returns whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos.
</description>
</method>
<method name="get_is_setup" qualifiers="const">
<return type="bool" />
<description>
Returns whether this modification has been successfully setup or not.
</description>
</method>
<method name="get_modification_stack">
<return type="SkeletonModificationStack2D" />
<description>
Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on.
</description>
</method>
<method name="set_editor_draw_gizmo">
<return type="void" />
<param index="0" name="draw_gizmo" type="bool" />
<description>
Sets whether this modification will call [method _draw_editor_gizmo] in the Godot editor to draw modification-specific gizmos.
</description>
</method>
<method name="set_is_setup">
<return type="void" />
<param index="0" name="is_setup" type="bool" />
<description>
Manually allows you to set the setup state of the modification. This function should only rarely be used, as the [SkeletonModificationStack2D] the modification is bound to should handle setting the modification up.
</description>
</method>
</methods>
<members>
<member name="enabled" type="bool" setter="set_enabled" getter="get_enabled" default="true">
If [code]true[/code], the modification's [method _execute] function will be called by the [SkeletonModificationStack2D].
</member>
<member name="execution_mode" type="int" setter="set_execution_mode" getter="get_execution_mode" default="0">
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.
</member>
</members>
</class>