81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
231 lines
13 KiB
XML
231 lines
13 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimationTree" inherits="Node" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A node used for advanced animation transitions in an [AnimationPlayer].
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</brief_description>
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<description>
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A node used for advanced animation transitions in an [AnimationPlayer].
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[b]Note:[/b] When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
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</description>
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<tutorials>
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<link title="Using AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
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<methods>
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<method name="_post_process_key_value" qualifiers="virtual const">
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<return type="Variant" />
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<param index="0" name="animation" type="Animation" />
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<param index="1" name="track" type="int" />
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<param index="2" name="value" type="Variant" />
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<param index="3" name="object" type="Object" />
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<param index="4" name="object_idx" type="int" />
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<description>
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A virtual function for processing after key getting during playback.
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</description>
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</method>
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<method name="advance">
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<return type="void" />
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<param index="0" name="delta" type="float" />
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<description>
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Manually advance the animations by the specified time (in seconds).
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</description>
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</method>
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<method name="get_root_motion_position" qualifiers="const">
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<return type="Vector3" />
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<description>
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Retrieve the motion delta of position with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
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If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code].
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See also [member root_motion_track] and [RootMotionView].
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The most basic example is applying position to [CharacterBody3D]:
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[codeblocks]
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[gdscript]
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var current_rotation: Quaternion
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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current_rotation = get_quaternion()
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state_machine.travel("Animate")
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var velocity: Vector3 = current_rotation * animation_tree.get_root_motion_position() / delta
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set_velocity(velocity)
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move_and_slide()
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[/gdscript]
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[/codeblocks]
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By using this in combination with [method get_root_motion_position_accumulator], you can apply the root motion position more correctly to account for the rotation of the node.
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[codeblocks]
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[gdscript]
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
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var velocity: Vector3 = (animation_tree.get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * animation_tree.get_root_motion_position() / delta
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set_velocity(velocity)
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move_and_slide()
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[/gdscript]
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[/codeblocks]
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</description>
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</method>
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<method name="get_root_motion_position_accumulator" qualifiers="const">
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<return type="Vector3" />
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<description>
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Retrieve the blended value of the position tracks with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
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This is useful in cases where you want to respect the initial key values of the animation.
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For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] is played in the previous frame and then an animation with only one key [code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference can be calculated as follows:
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[codeblocks]
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[gdscript]
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var prev_root_motion_position_accumulator: Vector3
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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var current_root_motion_position_accumulator: Vector3 = animation_tree.get_root_motion_position_accumulator()
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var difference: Vector3 = current_root_motion_position_accumulator - prev_root_motion_position_accumulator
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prev_root_motion_position_accumulator = current_root_motion_position_accumulator
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transform.origin += difference
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[/gdscript]
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[/codeblocks]
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However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
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</description>
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</method>
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<method name="get_root_motion_rotation" qualifiers="const">
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<return type="Quaternion" />
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<description>
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Retrieve the motion delta of rotation with the [member root_motion_track] as a [Quaternion] that can be used elsewhere.
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If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code].
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See also [member root_motion_track] and [RootMotionView].
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The most basic example is applying rotation to [CharacterBody3D]:
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[codeblocks]
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[gdscript]
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
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[/gdscript]
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[/codeblocks]
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</description>
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</method>
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<method name="get_root_motion_rotation_accumulator" qualifiers="const">
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<return type="Quaternion" />
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<description>
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Retrieve the blended value of the rotation tracks with the [member root_motion_track] as a [Quaternion] that can be used elsewhere.
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This is necessary to apply the root motion position correctly, taking rotation into account. See also [method get_root_motion_position].
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Also, this is useful in cases where you want to respect the initial key values of the animation.
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For example, if an animation with only one key [code]Quaternion(0, 0, 0, 1)[/code] is played in the previous frame and then an animation with only one key [code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, the difference can be calculated as follows:
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[codeblocks]
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[gdscript]
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var prev_root_motion_rotation_accumulator: Quaternion
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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var current_root_motion_rotation_accumulator: Quaternion = animation_tree.get_root_motion_Quaternion_accumulator()
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var difference: Quaternion = prev_root_motion_rotation_accumulator.inverse() * current_root_motion_rotation_accumulator
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prev_root_motion_rotation_accumulator = current_root_motion_rotation_accumulator
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transform.basis *= difference
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[/gdscript]
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[/codeblocks]
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However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
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</description>
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</method>
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<method name="get_root_motion_scale" qualifiers="const">
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<return type="Vector3" />
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<description>
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Retrieve the motion delta of scale with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
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If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code].
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See also [member root_motion_track] and [RootMotionView].
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The most basic example is applying scale to [CharacterBody3D]:
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[codeblocks]
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[gdscript]
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var current_scale: Vector3 = Vector3(1, 1, 1)
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var scale_accum: Vector3 = Vector3(1, 1, 1)
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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current_scale = get_scale()
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scale_accum = Vector3(1, 1, 1)
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state_machine.travel("Animate")
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scale_accum += animation_tree.get_root_motion_scale()
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set_scale(current_scale * scale_accum)
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[/gdscript]
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[/codeblocks]
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</description>
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</method>
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<method name="get_root_motion_scale_accumulator" qualifiers="const">
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<return type="Vector3" />
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<description>
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Retrieve the blended value of the scale tracks with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
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For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] is played in the previous frame and then an animation with only one key [code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference can be calculated as follows:
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[codeblocks]
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[gdscript]
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var prev_root_motion_scale_accumulator: Vector3
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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var current_root_motion_scale_accumulator: Vector3 = animation_tree.get_root_motion_scale_accumulator()
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var difference: Vector3 = current_root_motion_scale_accumulator - prev_root_motion_scale_accumulator
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prev_root_motion_scale_accumulator = current_root_motion_scale_accumulator
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transform.basis = transform.basis.scaled(difference)
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[/gdscript]
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[/codeblocks]
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However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
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</description>
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</method>
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</methods>
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<members>
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<member name="active" type="bool" setter="set_active" getter="is_active" default="false">
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If [code]true[/code], the [AnimationTree] will be processing.
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</member>
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<member name="advance_expression_base_node" type="NodePath" setter="set_advance_expression_base_node" getter="get_advance_expression_base_node" default="NodePath(".")">
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The path to the [Node] used to evaluate the AnimationNode [Expression] if one is not explicitly specified internally.
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</member>
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<member name="anim_player" type="NodePath" setter="set_animation_player" getter="get_animation_player" default="NodePath("")">
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The path to the [AnimationPlayer] used for animating.
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</member>
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<member name="audio_max_polyphony" type="int" setter="set_audio_max_polyphony" getter="get_audio_max_polyphony" default="32">
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The number of possible simultaneous sounds for each of the assigned AudioStreamPlayers.
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For example, if this value is [code]32[/code] and the animation has two audio tracks, the two [AudioStreamPlayer]s assigned can play simultaneously up to [code]32[/code] voices each.
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</member>
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<member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="AnimationTree.AnimationProcessCallback" default="1">
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The process mode of this [AnimationTree]. See [enum AnimationProcessCallback] for available modes.
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</member>
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<member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath("")">
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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 [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
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If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be canceled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale] and [RootMotionView].
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</member>
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<member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root">
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The root animation node of this [AnimationTree]. See [AnimationNode].
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</member>
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</members>
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<signals>
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<signal name="animation_finished">
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<param index="0" name="anim_name" type="StringName" />
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<description>
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Notifies when an animation finished playing.
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[b]Note:[/b] This signal is not emitted if an animation is looping or aborted. Also be aware of the possibility of unseen playback by sync and xfade.
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</description>
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</signal>
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<signal name="animation_player_changed">
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<description>
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Emitted when the [member anim_player] is changed.
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</description>
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</signal>
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<signal name="animation_started">
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<param index="0" name="anim_name" type="StringName" />
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<description>
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Notifies when an animation starts playing.
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[b]Note:[/b] This signal is not emitted if an animation is looping or playbacked from the middle. Also be aware of the possibility of unseen playback by sync and xfade.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessCallback">
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The animations will progress during physics frames (see [constant Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]).
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</constant>
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<constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessCallback">
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The animations will progress during process frames (see [constant Node.NOTIFICATION_INTERNAL_PROCESS]).
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</constant>
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<constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessCallback">
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The animations will only progress manually (see [method advance]).
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</constant>
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</constants>
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</class>
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