SkeletonModifier3D

package
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Published: Sep 16, 2025 License: MIT Imports: 25 Imported by: 0

Documentation

Overview

graphics.gd/classdb/SkeletonModifier3D retrieves a target graphics.gd/classdb/Skeleton3D by having a graphics.gd/classdb/Skeleton3D parent.

If there is an graphics.gd/classdb/AnimationMixer, a modification always performs after playback process of the graphics.gd/classdb/AnimationMixer.

This node should be used to implement custom IK solvers, constraints, or skeleton physics.

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
	AsSkeletonModifier3D() Instance
}

type BoneAxis

type BoneAxis int //gd:SkeletonModifier3D.BoneAxis
const (
	// Enumerated value for the +X axis.
	BoneAxisPlusX BoneAxis = 0
	// Enumerated value for the -X axis.
	BoneAxisMinusX BoneAxis = 1
	// Enumerated value for the +Y axis.
	BoneAxisPlusY BoneAxis = 2
	// Enumerated value for the -Y axis.
	BoneAxisMinusY BoneAxis = 3
	// Enumerated value for the +Z axis.
	BoneAxisPlusZ BoneAxis = 4
	// Enumerated value for the -Z axis.
	BoneAxisMinusZ BoneAxis = 5
)

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]See Interface for methods that can be overridden by T.

func (*Extension[T]) AsNode

func (self *Extension[T]) AsNode() Node.Instance

func (*Extension[T]) AsNode3D

func (self *Extension[T]) AsNode3D() Node3D.Instance

func (*Extension[T]) AsObject

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

func (*Extension[T]) AsSkeletonModifier3D

func (self *Extension[T]) AsSkeletonModifier3D() 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 Implementation

type Implementation = implementation

Implementation implements Interface with empty methods.

type Instance

type Instance [1]gdclass.SkeletonModifier3D

Instance of the class with convieniently typed arguments and results.

var Nil Instance

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

func New

func New() Instance

func (Instance) Active

func (self Instance) Active() bool

func (Instance) AsNode

func (self Instance) AsNode() Node.Instance

func (Instance) AsNode3D

func (self Instance) AsNode3D() Node3D.Instance

func (Instance) AsObject

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

func (Instance) AsSkeletonModifier3D

func (self Instance) AsSkeletonModifier3D() Instance

func (Instance) GetSkeleton

func (self Instance) GetSkeleton() Skeleton3D.Instance

Get parent graphics.gd/classdb/Skeleton3D node if found.

func (Instance) ID

func (self Instance) ID() ID

func (Instance) Influence

func (self Instance) Influence() Float.X

func (Instance) OnModificationProcessed

func (self Instance) OnModificationProcessed(cb func(), flags ...Signal.Flags)

func (Instance) SetActive

func (self Instance) SetActive(value bool)

func (Instance) SetInfluence

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

func (*Instance) SetObject

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

func (Instance) Virtual

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

type Interface

type Interface interface {
	// Override this virtual method to implement a custom skeleton modifier. You should do things like get the [graphics.gd/classdb/Skeleton3D]'s current pose and apply the pose here.
	//
	// [Interface.ProcessModificationWithDelta] must not apply [Instance.Influence] to bone poses because the [graphics.gd/classdb/Skeleton3D] automatically applies influence to all bone poses set by the modifier.
	//
	// 'delta' is passed from parent [graphics.gd/classdb/Skeleton3D]. See also [graphics.gd/classdb/Skeleton3D.Instance.Advance].
	ProcessModificationWithDelta(delta Float.X)
	// Override this virtual method to implement a custom skeleton modifier. You should do things like get the [graphics.gd/classdb/Skeleton3D]'s current pose and apply the pose here.
	//
	// [Interface.ProcessModification] must not apply [Instance.Influence] to bone poses because the [graphics.gd/classdb/Skeleton3D] automatically applies influence to all bone poses set by the modifier.
	ProcessModification()
	// Called when the skeleton is changed.
	SkeletonChanged(old_skeleton Skeleton3D.Instance, new_skeleton Skeleton3D.Instance)
	// Called when bone name and index need to be validated such as the timing of the entering tree or changing skeleton.
	ValidateBoneNames()
}

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