SkeletonModificationStack2D

package
v0.0.0-...-6566898 Latest Latest
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Published: Sep 11, 2025 License: MIT Imports: 23 Imported by: 0

Documentation

Overview

Package SkeletonModificationStack2D provides methods for working with SkeletonModificationStack2D object instances.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsSkeletonModificationStack2D() Instance
}

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsRefCounted

func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted

func (*Extension[T]) AsResource

func (self *Extension[T]) AsResource() Resource.Instance

func (*Extension[T]) AsSkeletonModificationStack2D

func (self *Extension[T]) AsSkeletonModificationStack2D() Instance

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

This resource is used by the Skeleton and holds a stack of [SkeletonModification2D]s. This controls the order of the modifications and how they are applied. Modification order is especially important for full-body IK setups, as you need to execute the modifications in the correct order to get the desired results. For example, you want to execute a modification on the spine [i]before[/i] the arms on a humanoid skeleton. This resource also controls how strongly all of the modifications are applied to the [Skeleton2D].

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsRefCounted

func (self Instance) AsRefCounted() [1]gd.RefCounted

func (Instance) AsResource

func (self Instance) AsResource() Resource.Instance

func (Instance) AsSkeletonModificationStack2D

func (self Instance) AsSkeletonModificationStack2D() Instance

func (Instance) DeleteModification

func (self Instance) DeleteModification(mod_idx int)

Deletes the [SkeletonModification2D] at the index position [param mod_idx], if it exists.

func (Instance) EnableAllModifications

func (self Instance) EnableAllModifications(enabled bool)

Enables all [SkeletonModification2D]s in the stack.

func (Instance) Enabled

func (self Instance) Enabled() bool

func (Instance) Execute

func (self Instance) Execute(delta Float.X, execution_mode int)

Executes all of the [SkeletonModification2D]s in the stack that use the same execution mode as the passed-in [param execution_mode], starting from index [code]0[/code] to [member modification_count]. [b]Note:[/b] The order of the modifications can matter depending on the modifications. For example, modifications on a spine should operate before modifications on the arms in order to get proper results.

func (Instance) GetIsSetup

func (self Instance) GetIsSetup() bool

Returns a boolean that indicates whether the modification stack is setup and can execute.

func (Instance) ID

func (self Instance) ID() ID

func (Instance) ModificationCount

func (self Instance) ModificationCount() int

func (Instance) SetEnabled

func (self Instance) SetEnabled(value bool)

func (Instance) SetModificationCount

func (self Instance) SetModificationCount(value int)

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) SetStrength

func (self Instance) SetStrength(value Float.X)

func (Instance) Setup

func (self Instance) Setup()

Sets up the modification stack so it can execute. This function should be called by [Skeleton2D] and shouldn't be manually called unless you know what you are doing.

func (Instance) Strength

func (self Instance) Strength() Float.X

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

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