SkeletonModifier3D

继承: Node3D < Node < Object

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


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

  • void set_active ( value: bool )
  • bool is_active ( )

If true, the SkeletonModifier3D will be processing.


float influence = 1.0

  • void set_influence ( value: float )
  • float get_influence ( )

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.

1

本方法通常需要用户覆盖才能生效。

2

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。