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class_skeleton
reduz edited this page Feb 23, 2014
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Inherits: Spatial\n\n
Skeleton for characters and animated objects.
- void ** add_bone ** ( String name )
- int ** find_bone ** ( String name ) const
- String ** get_bone_name ** ( int bone_idx ) const
- int ** get_bone_parent ** ( int bone_idx ) const
- void ** set_bone_parent ** ( int bone_idx, int parent_idx )
- int ** get_bone_count ** ( ) const
- Transform ** get_bone_rest ** ( int bone_idx ) const
- void ** set_bone_rest ** ( int bone_idx, Transform rest )
- void ** bind_child_node_to_bone ** ( int bone_idx, Node node )
- void ** unbind_child_node_from_bone ** ( int bone_idx, Node node )
- Array ** get_bound_child_nodes_to_bone ** ( int bone_idx ) const
- void ** clear_bones ** ( )
- Transform ** get_bone_pose ** ( int bone_idx ) const
- void ** set_bone_pose ** ( int bone_idx, Transform pose )
- Transform ** get_bone_custom_pose ** ( int bone_idx ) const
- void ** set_bone_custom_pose ** ( int bone_idx, Transform custom_pose )
- Transform ** get_bone_transform ** ( int bone_idx ) const
- NOTIFICATION_UPDATE_SKELETON = 50
Skeleton provides a hierachial interface for managing bones, including pose, rest and animation (see animation). Skeleton will support rag doll dynamics in the future.
- void ** add_bone ** ( String name ) \ Add a bone, with name "name". #get_bone_count will become the bone index.
- String ** get_bone_name ** ( int bone_idx ) const \ Return the name of the bone at index "index"
- int ** get_bone_parent ** ( int bone_idx ) const \ Return the bone index which is the parent of the bone at "bone_idx". If -1, then bone has no parent. Note that the parent bone returned will always be less than "bone_idx".
- void ** set_bone_parent ** ( int bone_idx, int parent_idx ) \ Set the bone index "parent_idx" as the parent of the bone at "bone_idx". If -1, then bone has no parent. Note: "parent_idx" must be less than "bone_idx".
- int ** get_bone_count ** ( ) const \ Return the amount of bones in the skeleton.
- Transform ** get_bone_rest ** ( int bone_idx ) const \ Return the rest transform for a bone "bone_idx".
- void ** set_bone_rest ** ( int bone_idx, Transform rest ) \ Set the rest transform for bone "bone_idx"
- void ** bind_child_node_to_bone ** ( int bone_idx, Node node ) \ Deprecated soon
- void ** unbind_child_node_from_bone ** ( int bone_idx, Node node ) \ Deprecated soon
- Array ** get_bound_child_nodes_to_bone ** ( int bone_idx ) const \ Deprecated Soon
- void ** clear_bones ** ( ) \ Clear all the bones in this skeleton.
- Transform ** get_bone_pose ** ( int bone_idx ) const \ Return the pose transform for bone "bone_idx".
- void ** set_bone_pose ** ( int bone_idx, Transform pose ) \ Return the pose transform for bone "bone_idx".