Skeleton3D

继承: Node3D < Node < Object

A node containing a bone hierarchy, used to create a 3D skeletal animation.

描述

Skeleton3D provides an interface for managing a hierarchy of bones, including pose, rest and animation (see Animation). It can also use ragdoll physics.

The overall transform of a bone with respect to the skeleton is determined by bone pose. Bone rest defines the initial transform of the bone pose.

Note that "global pose" below refers to the overall transform of the bone with respect to skeleton, so it is not the actual global/world transform of the bone.

属性

方法

intadd_bone ( name: String )
voidclear_bones ( )
voidclear_bones_global_pose_override ( )
Skincreate_skin_from_rest_transforms ( )
intfind_bone ( name: String ) const1
voidforce_update_all_bone_transforms ( )
voidforce_update_bone_child_transform ( bone_idx: int )
PackedInt32Arrayget_bone_children ( bone_idx: int ) const1
intget_bone_count ( ) const1
Transform3Dget_bone_global_pose ( bone_idx: int ) const1
Transform3Dget_bone_global_pose_no_override ( bone_idx: int ) const1
Transform3Dget_bone_global_pose_override ( bone_idx: int ) const1
Transform3Dget_bone_global_rest ( bone_idx: int ) const1
Variantget_bone_meta ( bone_idx: int, key: StringName ) const1
Array StringNameget_bone_meta_list ( bone_idx: int ) const1
Stringget_bone_name ( bone_idx: int ) const1
intget_bone_parent ( bone_idx: int ) const1
Transform3Dget_bone_pose ( bone_idx: int ) const1
Vector3get_bone_pose_position ( bone_idx: int ) const1
Quaternionget_bone_pose_rotation ( bone_idx: int ) const1
Vector3get_bone_pose_scale ( bone_idx: int ) const1
Transform3Dget_bone_rest ( bone_idx: int ) const1
StringNameget_concatenated_bone_names ( ) const1
PackedInt32Arrayget_parentless_bones ( ) const1
intget_version ( ) const1
boolhas_bone_meta ( bone_idx: int, key: StringName ) const1
boolis_bone_enabled ( bone_idx: int ) const1
voidlocalize_rests ( )
voidphysical_bones_add_collision_exception ( exception: RID )
voidphysical_bones_remove_collision_exception ( exception: RID )
voidphysical_bones_start_simulation ( bones: Array StringName = [] )
voidphysical_bones_stop_simulation ( )
SkinReferenceregister_skin ( skin: Skin )
voidreset_bone_pose ( bone_idx: int )
voidreset_bone_poses ( )
voidset_bone_enabled ( bone_idx: int, enabled: bool = true )
voidset_bone_global_pose ( bone_idx: int, pose: Transform3D )
voidset_bone_global_pose_override ( bone_idx: int, pose: Transform3D, amount: float, persistent: bool = false )
voidset_bone_meta ( bone_idx: int, key: StringName, value: Variant )
voidset_bone_name ( bone_idx: int, name: String )
voidset_bone_parent ( bone_idx: int, parent_idx: int )
voidset_bone_pose ( bone_idx: int, pose: Transform3D )
voidset_bone_pose_position ( bone_idx: int, position: Vector3 )
voidset_bone_pose_rotation ( bone_idx: int, rotation: Quaternion )
voidset_bone_pose_scale ( bone_idx: int, scale: Vector3 )
voidset_bone_rest ( bone_idx: int, rest: Transform3D )
voidunparent_bone_and_rest ( bone_idx: int )

信号

bone_enabled_changed ( bone_idx: int )

Emitted when the bone at bone_idx is toggled with set_bone_enabled. Use is_bone_enabled to check the new value.


bone_list_changed ( )

该信号目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>\ 吧 !


pose_updated ( )

Emitted when the pose is updated.

Note: During the update process, this signal is not fired, so modification by SkeletonModifier3D is not detected.


show_rest_only_changed ( )

Emitted when the value of show_rest_only changes.


skeleton_updated ( )

Emitted when the final pose has been calculated will be applied to the skin in the update process.

This means that all SkeletonModifier3D processing is complete. In order to detect the completion of the processing of each SkeletonModifier3D, use SkeletonModifier3D.modification_processed.


枚举

enum ModifierCallbackModeProcess:

ModifierCallbackModeProcess MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS = 0

Set a flag to process modification during physics frames (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS).

ModifierCallbackModeProcess MODIFIER_CALLBACK_MODE_PROCESS_IDLE = 1

Set a flag to process modification during process frames (see Node.NOTIFICATION_INTERNAL_PROCESS).


常量

NOTIFICATION_UPDATE_SKELETON = 50

Notification received when this skeleton's pose needs to be updated. In that case, this is called only once per frame in a deferred process.


属性说明

bool animate_physical_bones = true

  • void set_animate_physical_bones ( value: bool )
  • bool get_animate_physical_bones ( )

已弃用: 未来版本中可能会修改或移除该属性。

If you follow the recommended workflow and explicitly have PhysicalBoneSimulator3D as a child of Skeleton3D, you can control whether it is affected by raycasting without running physical_bones_start_simulation, by its SkeletonModifier3D.active.

However, for old (deprecated) configurations, Skeleton3D has an internal virtual PhysicalBoneSimulator3D for compatibility. This property controls the internal virtual PhysicalBoneSimulator3D's SkeletonModifier3D.active.


ModifierCallbackModeProcess modifier_callback_mode_process = 1

Sets the processing timing for the Modifier.


float motion_scale = 1.0

  • void set_motion_scale ( value: float )
  • float get_motion_scale ( )

Multiplies the 3D position track animation.

Note: Unless this value is 1.0, the key value in animation will not match the actual position value.


bool show_rest_only = false

  • void set_show_rest_only ( value: bool )
  • bool is_show_rest_only ( )

If true, forces the bones in their default rest pose, regardless of their values. In the editor, this also prevents the bones from being edited.


方法说明

int add_bone ( name: String )

Adds a new bone with the given name. Returns the new bone's index, or -1 if this method fails.

Note: Bone names should be unique, non empty, and cannot include the : and / characters.


void clear_bones ( )

Clear all the bones in this skeleton.


void clear_bones_global_pose_override ( )

已弃用: 未来版本中可能会修改或移除该方法。

Removes the global pose override on all bones in the skeleton.


Skin create_skin_from_rest_transforms ( )

该方法目前没有描述,请帮我们\ :ref:贡献一个 <doc_updating_the_class_reference>\ 吧!


int find_bone ( name: String ) const1

Returns the bone index that matches name as its name. Returns -1 if no bone with this name exists.


void force_update_all_bone_transforms ( )

已弃用: This method should only be called internally.

Force updates the bone transforms/poses for all bones in the skeleton.


void force_update_bone_child_transform ( bone_idx: int )

Force updates the bone transform for the bone at bone_idx and all of its children.


PackedInt32Array get_bone_children ( bone_idx: int ) const1

Returns an array containing the bone indexes of all the child node of the passed in bone, bone_idx.


int get_bone_count ( ) const1

Returns the number of bones in the skeleton.


Transform3D get_bone_global_pose ( bone_idx: int ) const1

Returns the overall transform of the specified bone, with respect to the skeleton. Being relative to the skeleton frame, this is not the actual "global" transform of the bone.

Note: This is the global pose you set to the skeleton in the process, the final global pose can get overridden by modifiers in the deferred process, if you want to access the final global pose, use SkeletonModifier3D.modification_processed.


Transform3D get_bone_global_pose_no_override ( bone_idx: int ) const1

已弃用: 未来版本中可能会修改或移除该方法。

Returns the overall transform of the specified bone, with respect to the skeleton, but without any global pose overrides. Being relative to the skeleton frame, this is not the actual "global" transform of the bone.


Transform3D get_bone_global_pose_override ( bone_idx: int ) const1

已弃用: 未来版本中可能会修改或移除该方法。

Returns the global pose override transform for bone_idx.


Transform3D get_bone_global_rest ( bone_idx: int ) const1

Returns the global rest transform for bone_idx.


Variant get_bone_meta ( bone_idx: int, key: StringName ) const1

Returns bone metadata for bone_idx with key.


Array StringName get_bone_meta_list ( bone_idx: int ) const1

Returns a list of all metadata keys for bone_idx.


String get_bone_name ( bone_idx: int ) const1

Returns the name of the bone at index bone_idx.


int get_bone_parent ( bone_idx: int ) const1

Returns the bone index which is the parent of the bone at bone_idx. If -1, then bone has no parent.

Note: The parent bone returned will always be less than bone_idx.


Transform3D get_bone_pose ( bone_idx: int ) const1

Returns the pose transform of the specified bone.

Note: This is the pose you set to the skeleton in the process, the final pose can get overridden by modifiers in the deferred process, if you want to access the final pose, use SkeletonModifier3D.modification_processed.


Vector3 get_bone_pose_position ( bone_idx: int ) const1

Returns the pose position of the bone at bone_idx. The returned Vector3 is in the local coordinate space of the Skeleton3D node.


Quaternion get_bone_pose_rotation ( bone_idx: int ) const1

Returns the pose rotation of the bone at bone_idx. The returned Quaternion is local to the bone with respect to the rotation of any parent bones.


Vector3 get_bone_pose_scale ( bone_idx: int ) const1

Returns the pose scale of the bone at bone_idx.


Transform3D get_bone_rest ( bone_idx: int ) const1

Returns the rest transform for a bone bone_idx.


StringName get_concatenated_bone_names ( ) const1

Returns all bone names concatenated with commas (,) as a single StringName.

It is useful to set it as a hint for the enum property.


PackedInt32Array get_parentless_bones ( ) const1

Returns an array with all of the bones that are parentless. Another way to look at this is that it returns the indexes of all the bones that are not dependent or modified by other bones in the Skeleton.


int get_version ( ) const1

Returns the number of times the bone hierarchy has changed within this skeleton, including renames.

The Skeleton version is not serialized: only use within a single instance of Skeleton3D.

Use for invalidating caches in IK solvers and other nodes which process bones.


bool has_bone_meta ( bone_idx: int, key: StringName ) const1

Returns whether there exists any bone metadata for bone_idx with key key.


bool is_bone_enabled ( bone_idx: int ) const1

Returns whether the bone pose for the bone at bone_idx is enabled.


void localize_rests ( )

Returns all bones in the skeleton to their rest poses.


void physical_bones_add_collision_exception ( exception: RID )

已弃用: 未来版本中可能会修改或移除该方法。

Adds a collision exception to the physical bone.

Works just like the RigidBody3D node.


void physical_bones_remove_collision_exception ( exception: RID )

已弃用: 未来版本中可能会修改或移除该方法。

Removes a collision exception to the physical bone.

Works just like the RigidBody3D node.


void physical_bones_start_simulation ( bones: Array StringName = [] )

已弃用: 未来版本中可能会修改或移除该方法。

Tells the PhysicalBone3D nodes in the Skeleton to start simulating and reacting to the physics world.

Optionally, a list of bone names can be passed-in, allowing only the passed-in bones to be simulated.


void physical_bones_stop_simulation ( )

已弃用: 未来版本中可能会修改或移除该方法。

Tells the PhysicalBone3D nodes in the Skeleton to stop simulating.


SkinReference register_skin ( skin: Skin )

Binds the given Skin to the Skeleton.


void reset_bone_pose ( bone_idx: int )

Sets the bone pose to rest for bone_idx.


void reset_bone_poses ( )

Sets all bone poses to rests.


void set_bone_enabled ( bone_idx: int, enabled: bool = true )

Disables the pose for the bone at bone_idx if false, enables the bone pose if true.


void set_bone_global_pose ( bone_idx: int, pose: Transform3D )

Sets the global pose transform, pose, for the bone at bone_idx.

Note: If other bone poses have been changed, this method executes a dirty poses recalculation and will cause performance to deteriorate. If you know that multiple global poses will be applied, consider using set_bone_pose with precalculation.


void set_bone_global_pose_override ( bone_idx: int, pose: Transform3D, amount: float, persistent: bool = false )

已弃用: 未来版本中可能会修改或移除该方法。

Sets the global pose transform, pose, for the bone at bone_idx.

amount is the interpolation strength that will be used when applying the pose, and persistent determines if the applied pose will remain.

Note: The pose transform needs to be a global pose! To convert a world transform from a Node3D to a global bone pose, multiply the Transform3D.affine_inverse of the node's Node3D.global_transform by the desired world transform.


void set_bone_meta ( bone_idx: int, key: StringName, value: Variant )

Sets bone metadata for bone_idx, will set the key meta to value.


void set_bone_name ( bone_idx: int, name: String )

Sets the bone name, name, for the bone at bone_idx.


void set_bone_parent ( bone_idx: int, parent_idx: int )

Sets 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.


void set_bone_pose ( bone_idx: int, pose: Transform3D )

Sets the pose transform, pose, for the bone at bone_idx.


void set_bone_pose_position ( bone_idx: int, position: Vector3 )

Sets the pose position of the bone at bone_idx to position. position is a Vector3 describing a position local to the Skeleton3D node.


void set_bone_pose_rotation ( bone_idx: int, rotation: Quaternion )

Sets the pose rotation of the bone at bone_idx to rotation. rotation is a Quaternion describing a rotation in the bone's local coordinate space with respect to the rotation of any parent bones.


void set_bone_pose_scale ( bone_idx: int, scale: Vector3 )

Sets the pose scale of the bone at bone_idx to scale.


void set_bone_rest ( bone_idx: int, rest: Transform3D )

Sets the rest transform for bone bone_idx.


void unparent_bone_and_rest ( bone_idx: int )

Unparents the bone at bone_idx and sets its rest position to that of its parent prior to being reset.

2

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。