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/Godot 2.1

Skeleton

Inherits: Spatial < Node < Object

Category: Core

Brief Description

Skeleton for characters and animated objects.

Member Functions

void add_bone ( String name )
void bind_child_node_to_bone ( int bone_idx, Node node )
void clear_bones ( )
int find_bone ( String name ) const
int get_bone_count ( ) const
Transform get_bone_custom_pose ( int bone_idx ) const
Transform get_bone_global_pose ( int bone_idx ) const
String get_bone_name ( int bone_idx ) const
int get_bone_parent ( int bone_idx ) const
Transform get_bone_pose ( int bone_idx ) const
Transform get_bone_rest ( int bone_idx ) const
Transform get_bone_transform ( int bone_idx ) const
Array get_bound_child_nodes_to_bone ( int bone_idx ) const
bool is_bone_rest_disabled ( int bone_idx ) const
void set_bone_custom_pose ( int bone_idx, Transform custom_pose )
void set_bone_disable_rest ( int bone_idx, bool disable )
void set_bone_global_pose ( int bone_idx, Transform pose )
void set_bone_parent ( int bone_idx, int parent_idx )
void set_bone_pose ( int bone_idx, Transform pose )
void set_bone_rest ( int bone_idx, Transform rest )
void unbind_child_node_from_bone ( int bone_idx, Node node )
void unparent_bone_and_rest ( int bone_idx )

Numeric Constants

  • NOTIFICATION_UPDATE_SKELETON = 50

Description

Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see Animation). Skeleton will support rag doll dynamics in the future.

Member Function Description

void add_bone ( String name )

Add a bone, with name “name”. get_bone_count will become the bone index.

void bind_child_node_to_bone ( int bone_idx, Node node )

Deprecated soon.

void clear_bones ( )

Clear all the bones in this skeleton.

int find_bone ( String name ) const

Return the bone index that matches “name” as its name.

int get_bone_count ( ) const

Return the amount of bones in the skeleton.

Transform get_bone_custom_pose ( int bone_idx ) const

Transform get_bone_global_pose ( int bone_idx ) const

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”.

Transform get_bone_pose ( int bone_idx ) const

Return the pose transform for bone “bone_idx”.

Transform get_bone_rest ( int bone_idx ) const

Return the rest transform for a bone “bone_idx”.

Transform get_bone_transform ( int bone_idx ) const

Array get_bound_child_nodes_to_bone ( int bone_idx ) const

Deprecated soon.

bool is_bone_rest_disabled ( int bone_idx ) const

void set_bone_custom_pose ( int bone_idx, Transform custom_pose )

void set_bone_disable_rest ( int bone_idx, bool disable )

void set_bone_global_pose ( int bone_idx, Transform pose )

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”.

void set_bone_pose ( int bone_idx, Transform pose )

Return the pose transform for bone “bone_idx”.

void set_bone_rest ( int bone_idx, Transform rest )

Set the rest transform for bone “bone_idx”

void unbind_child_node_from_bone ( int bone_idx, Node node )

Deprecated soon.

void unparent_bone_and_rest ( int bone_idx )

© 2014–2017 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
http://docs.godotengine.org/en/2.1/classes/class_skeleton.html