virtualx-engine/modules/gltf/doc_classes/GLTFSkeleton.xml
Hugo Locurcio 3a8104289d
Document that glTF classes are only usable in editor builds
Run-time glTF saving/loading is only available in Godot 4.0,
not Godot 3.x.
2022-04-22 19:08:37 +02:00

58 lines
1.8 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="GLTFSkeleton" inherits="Resource" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
</brief_description>
<description>
[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF loading and saving is [i]not[/i] available in exported projects. References to [GLTFSkeleton] within a script will cause an error in an exported project.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_bone_attachment">
<return type="BoneAttachment" />
<argument index="0" name="idx" type="int" />
<description>
</description>
</method>
<method name="get_bone_attachment_count">
<return type="int" />
<description>
</description>
</method>
<method name="get_godot_bone_node">
<return type="Dictionary" />
<description>
</description>
</method>
<method name="get_godot_skeleton">
<return type="Skeleton" />
<description>
</description>
</method>
<method name="get_unique_names">
<return type="Array" />
<description>
</description>
</method>
<method name="set_godot_bone_node">
<return type="void" />
<argument index="0" name="godot_bone_node" type="Dictionary" />
<description>
</description>
</method>
<method name="set_unique_names">
<return type="void" />
<argument index="0" name="unique_names" type="Array" />
<description>
</description>
</method>
</methods>
<members>
<member name="joints" type="PoolIntArray" setter="set_joints" getter="get_joints" default="PoolIntArray( )">
</member>
<member name="roots" type="PoolIntArray" setter="set_roots" getter="get_roots" default="PoolIntArray( )">
</member>
</members>
<constants>
</constants>
</class>