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nvidia-rtx-godot / doc / classes / SkeletonModifier3D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="SkeletonModifier3D" inherits="Node3D" api_type="core" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		A node that may modify a Skeleton3D's bones.
	</brief_description>
	<description>
		[SkeletonModifier3D] retrieves a target [Skeleton3D] by having a [Skeleton3D] parent.
		If there is an [AnimationMixer], a modification always performs after playback process of the [AnimationMixer].
		This node should be used to implement custom IK solvers, constraints, or skeleton physics.
	</description>
	<tutorials>
		<link title="Design of the Skeleton Modifier 3D">https://godotengine.org/article/design-of-the-skeleton-modifier-3d/</link>
	</tutorials>
	<methods>
		<method name="_process_modification" qualifiers="virtual" deprecated="Use [method _process_modification_with_delta] instead.">
			<return type="void" />
			<description>
				Override this virtual method to implement a custom skeleton modifier. You should do things like get the [Skeleton3D]'s current pose and apply the pose here.
				[method _process_modification] must not apply [member influence] to bone poses because the [Skeleton3D] automatically applies influence to all bone poses set by the modifier.
			</description>
		</method>
		<method name="_process_modification_with_delta" qualifiers="virtual">
			<return type="void" />
			<param index="0" name="delta" type="float" />
			<description>
				Override this virtual method to implement a custom skeleton modifier. You should do things like get the [Skeleton3D]'s current pose and apply the pose here.
				[method _process_modification_with_delta] must not apply [member influence] to bone poses because the [Skeleton3D] automatically applies influence to all bone poses set by the modifier.
				[param delta] is passed from parent [Skeleton3D]. See also [method Skeleton3D.advance].
				[b]Note:[/b] This method may be called outside [method Node._process] and [method Node._physics_process] with [param delta] is [code]0.0[/code], since the modification should be processed immediately after initialization of the [Skeleton3D].
			</description>
		</method>
		<method name="_skeleton_changed" qualifiers="virtual">
			<return type="void" />
			<param index="0" name="old_skeleton" type="Skeleton3D" />
			<param index="1" name="new_skeleton" type="Skeleton3D" />
			<description>
				Called when the skeleton is changed.
			</description>
		</method>
		<method name="_validate_bone_names" qualifiers="virtual">
			<return type="void" />
			<description>
				Called when bone names and indices need to be validated, such as when entering the scene tree or changing skeleton.
			</description>
		</method>
		<method name="get_skeleton" qualifiers="const">
			<return type="Skeleton3D" />
			<description>
				Returns the parent [Skeleton3D] node if it exists. Otherwise, returns [code]null[/code].
			</description>
		</method>
	</methods>
	<members>
		<member name="active" type="bool" setter="set_active" getter="is_active" default="true">
			If [code]true[/code], the [SkeletonModifier3D] will be processing.
		</member>
		<member name="influence" type="float" setter="set_influence" getter="get_influence" default="1.0">
			Sets the influence of the modification.
			[b]Note:[/b] This value is used by [Skeleton3D] to blend, so the [SkeletonModifier3D] should always apply only 100% of the result without interpolation.
		</member>
	</members>
	<signals>
		<signal name="modification_processed">
			<description>
				Notifies when the modification have been finished.
				[b]Note:[/b] If you want to get the modified bone pose by the modifier, you must use [method Skeleton3D.get_bone_pose] or [method Skeleton3D.get_bone_global_pose] at the moment this signal is fired.
			</description>
		</signal>
	</signals>
	<constants>
		<constant name="BONE_AXIS_PLUS_X" value="0" enum="BoneAxis">
			Enumerated value for the +X axis.
		</constant>
		<constant name="BONE_AXIS_MINUS_X" value="1" enum="BoneAxis">
			Enumerated value for the -X axis.
		</constant>
		<constant name="BONE_AXIS_PLUS_Y" value="2" enum="BoneAxis">
			Enumerated value for the +Y axis.
		</constant>
		<constant name="BONE_AXIS_MINUS_Y" value="3" enum="BoneAxis">
			Enumerated value for the -Y axis.
		</constant>
		<constant name="BONE_AXIS_PLUS_Z" value="4" enum="BoneAxis">
			Enumerated value for the +Z axis.
		</constant>
		<constant name="BONE_AXIS_MINUS_Z" value="5" enum="BoneAxis">
			Enumerated value for the -Z axis.
		</constant>
		<constant name="BONE_DIRECTION_PLUS_X" value="0" enum="BoneDirection">
			Enumerated value for the +X axis.
		</constant>
		<constant name="BONE_DIRECTION_MINUS_X" value="1" enum="BoneDirection">
			Enumerated value for the -X axis.
		</constant>
		<constant name="BONE_DIRECTION_PLUS_Y" value="2" enum="BoneDirection">
			Enumerated value for the +Y axis.
		</constant>
		<constant name="BONE_DIRECTION_MINUS_Y" value="3" enum="BoneDirection">
			Enumerated value for the -Y axis.
		</constant>
		<constant name="BONE_DIRECTION_PLUS_Z" value="4" enum="BoneDirection">
			Enumerated value for the +Z axis.
		</constant>
		<constant name="BONE_DIRECTION_MINUS_Z" value="5" enum="BoneDirection">
			Enumerated value for the -Z axis.
		</constant>
		<constant name="BONE_DIRECTION_FROM_PARENT" value="6" enum="BoneDirection">
			Enumerated value for the axis from a parent bone to the child bone.
		</constant>
		<constant name="SECONDARY_DIRECTION_NONE" value="0" enum="SecondaryDirection">
			Enumerated value for the case when the axis is undefined.
		</constant>
		<constant name="SECONDARY_DIRECTION_PLUS_X" value="1" enum="SecondaryDirection">
			Enumerated value for the +X axis.
		</constant>
		<constant name="SECONDARY_DIRECTION_MINUS_X" value="2" enum="SecondaryDirection">
			Enumerated value for the -X axis.
		</constant>
		<constant name="SECONDARY_DIRECTION_PLUS_Y" value="3" enum="SecondaryDirection">
			Enumerated value for the +Y axis.
		</constant>
		<constant name="SECONDARY_DIRECTION_MINUS_Y" value="4" enum="SecondaryDirection">
			Enumerated value for the -Y axis.
		</constant>
		<constant name="SECONDARY_DIRECTION_PLUS_Z" value="5" enum="SecondaryDirection">
			Enumerated value for the +Z axis.
		</constant>
		<constant name="SECONDARY_DIRECTION_MINUS_Z" value="6" enum="SecondaryDirection">
			Enumerated value for the -Z axis.
		</constant>
		<constant name="SECONDARY_DIRECTION_CUSTOM" value="7" enum="SecondaryDirection">
			Enumerated value for an optional axis.
		</constant>
		<constant name="ROTATION_AXIS_X" value="0" enum="RotationAxis">
			Enumerated value for the rotation of the X axis.
		</constant>
		<constant name="ROTATION_AXIS_Y" value="1" enum="RotationAxis">
			Enumerated value for the rotation of the Y axis.
		</constant>
		<constant name="ROTATION_AXIS_Z" value="2" enum="RotationAxis">
			Enumerated value for the rotation of the Z axis.
		</constant>
		<constant name="ROTATION_AXIS_ALL" value="3" enum="RotationAxis">
			Enumerated value for the unconstrained rotation.
		</constant>
		<constant name="ROTATION_AXIS_CUSTOM" value="4" enum="RotationAxis">
			Enumerated value for an optional rotation axis.
		</constant>
	</constants>
</class>