SkeletonModifier3D
派生: PhysicalBoneSimulator3D
, SkeletonIK3D
, XRBodyModifier3D
, XRHandModifier3D
A Node that may modify Skeleton3D's bone.
描述
SkeletonModifier3D retrieves a target Skeleton3D
by having a Skeleton3D
parent.
If there is AnimationMixer
, modification always performs after playback process of the AnimationMixer
.
This node should be used to implement custom IK solvers, constraints, or skeleton physics.
属性
方法
void | _process_modification ( ) virtual1 |
Skeleton3D | get_skeleton ( ) const2 |
信号
modification_processed ( )
Notifies when the modification have been finished.
Note: If you want to get the modified bone pose by the modifier, you must use Skeleton3D.get_bone_pose
or Skeleton3D.get_bone_global_pose
at the moment this signal is fired.
属性说明
bool
active = true
If true
, the SkeletonModifier3D will be processing.
float
influence = 1.0
Sets the influence of the modification.
Note: This value is used by Skeleton3D
to blend, so the SkeletonModifier3D should always apply only 100% of the result without interpolation.
方法说明
void
_process_modification ( ) virtual1
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.
_process_modification
must not apply influence
to bone poses because the Skeleton3D
automatically applies influence to all bone poses set by the modifier.
Skeleton3D
get_skeleton ( ) const2
Get parent Skeleton3D
node if found.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
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。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。