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godot/doc/classes/BoneAttachment3D.xml
noahbackus 9d30169a8d
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initial commit, 4.5 stable
2025-09-16 20:46:46 -04:00

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="BoneAttachment3D" inherits="Node3D" keywords="tag" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
А node that dynamically copies or overrides the 3D transform of a bone in its parent [Skeleton3D].
</brief_description>
<description>
This node selects a bone in a [Skeleton3D] and attaches to it. This means that the [BoneAttachment3D] node will either dynamically copy or override the 3D transform of the selected bone.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_skeleton">
<return type="Skeleton3D" />
<description>
Returns the parent or external [Skeleton3D] node if it exists, otherwise returns [code]null[/code].
</description>
</method>
<method name="on_skeleton_update">
<return type="void" />
<description>
A function that is called automatically when the [Skeleton3D] is updated. This function is where the [BoneAttachment3D] node updates its position so it is correctly bound when it is [i]not[/i] set to override the bone pose.
</description>
</method>
</methods>
<members>
<member name="bone_idx" type="int" setter="set_bone_idx" getter="get_bone_idx" default="-1">
The index of the attached bone.
</member>
<member name="bone_name" type="String" setter="set_bone_name" getter="get_bone_name" default="&quot;&quot;">
The name of the attached bone.
</member>
<member name="external_skeleton" type="NodePath" setter="set_external_skeleton" getter="get_external_skeleton">
The [NodePath] to the external [Skeleton3D] node.
</member>
<member name="override_pose" type="bool" setter="set_override_pose" getter="get_override_pose" default="false">
Whether the [BoneAttachment3D] node will override the bone pose of the bone it is attached to. When set to [code]true[/code], the [BoneAttachment3D] node can change the pose of the bone. When set to [code]false[/code], the [BoneAttachment3D] will always be set to the bone's transform.
[b]Note:[/b] This override performs interruptively in the skeleton update process using signals due to the old design. It may cause unintended behavior when used at the same time with [SkeletonModifier3D].
</member>
<member name="physics_interpolation_mode" type="int" setter="set_physics_interpolation_mode" getter="get_physics_interpolation_mode" overrides="Node" enum="Node.PhysicsInterpolationMode" default="2" />
<member name="use_external_skeleton" type="bool" setter="set_use_external_skeleton" getter="get_use_external_skeleton" default="false">
Whether the [BoneAttachment3D] node will use an external [Skeleton3D] node rather than attempting to use its parent node as the [Skeleton3D]. When set to [code]true[/code], the [BoneAttachment3D] node will use the external [Skeleton3D] node set in [member external_skeleton].
</member>
</members>
</class>