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class_skeleton
reduz edited this page Feb 23, 2014
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Inherits: spatial\ Category: Core\
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.
== add_bone ==
- void #add_bone( String name ) \ Add a bone, with name "name". #get_bone_count will become the bone index. == find_bone ==
- int #find_bone( String name ) const \ Return the bone index that matches "name" as its name. == get_bone_name ==
- String #get_bone_name( int bone_idx ) const \ Return the name of the bone at index "index" == get_bone_parent ==
- 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". == set_bone_parent ==
- 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". == get_bone_count ==
- int #get_bone_count(****) const \ Return the amount of bones in the skeleton. == get_bone_rest ==
- Transform #get_bone_rest( int bone_idx ) const \ Return the rest transform for a bone "bone_idx". == set_bone_rest ==
- void #set_bone_rest( int bone_idx, Transform rest ) \ Set the rest transform for bone "bone_idx" == bind_child_node_to_bone ==
- void #bind_child_node_to_bone( int bone_idx, Node node ) \ Deprecated soon == unbind_child_node_from_bone ==
- void #unbind_child_node_from_bone( int bone_idx, Node node ) \ Deprecated soon == get_bound_child_nodes_to_bone ==
- Array #get_bound_child_nodes_to_bone( int bone_idx ) const \ Deprecated Soon == clear_bones ==
- void #clear_bones(****) \ Clear all the bones in this skeleton. == get_bone_pose ==
- Transform #get_bone_pose( int bone_idx ) const \ Return the pose transform for bone "bone_idx". == set_bone_pose ==
- void #set_bone_pose( int bone_idx, Transform pose ) \ Return the pose transform for bone "bone_idx".