- addBone
void addBone(StringArg0 name)
Add a bone, with name "name". getBoneCount will become the bone index.
- bindChildNodeToBone
void bindChildNodeToBone(long bone_idx, GodotObject node)
- clearBones
void clearBones()
Clear all the bones in this skeleton.
- findBone
long findBone(StringArg0 name)
Return the bone index that matches "name" as its name.
- getBoneCount
long getBoneCount()
Return the amount of bones in the skeleton.
- getBoneCustomPose
Transform getBoneCustomPose(long bone_idx)
Return the custom pose of the specified bone. Custom pose is applied on top of the rest pose.
- getBoneGlobalPose
Transform getBoneGlobalPose(long bone_idx)
Return the overall transform of the specified bone, with respect to the skeleton. Being relative to the skeleton frame, this is not the actual "global" transform of the bone.
- getBoneName
String getBoneName(long bone_idx)
Return the name of the bone at index "index".
- getBoneParent
long getBoneParent(long bone_idx)
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".
- getBonePose
Transform getBonePose(long bone_idx)
Return the pose transform of the specified bone. Pose is applied on top of the custom pose, which is applied on top the rest pose.
- getBoneRest
Transform getBoneRest(long bone_idx)
Return the rest transform for a bone "bone_idx".
- getBoneTransform
Transform getBoneTransform(long bone_idx)
Return the combination of custom pose and pose. The returned transform is in skeleton's reference frame.
- getBoundChildNodesToBone
Array getBoundChildNodesToBone(long bone_idx)
- isBoneRestDisabled
bool isBoneRestDisabled(long bone_idx)
- opAssign
Skeleton opAssign(T n)
Undocumented in source. Be warned that the author may not have intended to support it.
- opEquals
bool opEquals(Skeleton other)
Undocumented in source. Be warned that the author may not have intended to support it.
- opEquals
bool opEquals(typeof(null) n)
Undocumented in source. Be warned that the author may not have intended to support it.
- physicalBonesAddCollisionException
void physicalBonesAddCollisionException(RID exception)
- physicalBonesRemoveCollisionException
void physicalBonesRemoveCollisionException(RID exception)
- physicalBonesStartSimulation
void physicalBonesStartSimulation(Array bones)
- physicalBonesStopSimulation
void physicalBonesStopSimulation()
- setBoneCustomPose
void setBoneCustomPose(long bone_idx, Transform custom_pose)
- setBoneDisableRest
void setBoneDisableRest(long bone_idx, bool disable)
- setBoneGlobalPose
void setBoneGlobalPose(long bone_idx, Transform pose)
- setBoneIgnoreAnimation
void setBoneIgnoreAnimation(long bone, bool ignore)
- setBoneParent
void setBoneParent(long bone_idx, long 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".
- setBonePose
void setBonePose(long bone_idx, Transform pose)
Return the pose transform for bone "bone_idx".
- setBoneRest
void setBoneRest(long bone_idx, Transform rest)
Set the rest transform for bone "bone_idx"
- unbindChildNodeFromBone
void unbindChildNodeFromBone(long bone_idx, GodotObject node)
- unparentBoneAndRest
void unparentBoneAndRest(long bone_idx)
Skeleton for characters and animated objects.
Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see Animation). Skeleton will support rag doll dynamics in the future. The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose. Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it not the actual global/world transform of the bone.