class-description NEWS COMMUNITY STORE LABS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE LABS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedResourceAnimationNodeAnimationRootNode AnimationNodeBlendSpace2D
A set of AnimationRootNodes placed on 2D coordinates, crossfading between the three adjacent ones. Used by AnimationTree.

A resource used by AnimationNodeBlendTree.

AnimationNodeBlendSpace1D represents a virtual 2D space on which AnimationRootNodes are placed. Outputs the linear blend of the three adjacent animations using a Vector2 weight. Adjacent in this context means the three AnimationRootNodes making up the triangle that contains the current value.

You can add vertices to the blend space with add_blend_point and automatically triangulate it by setting auto_triangles to true. Otherwise, use add_triangle and remove_triangle to triangulate the blend space by hand.

triangles_updated triangles_updated<>():triangles_updated

Emitted every time the blend space's triangles are created, removed, or when one of their vertices changes position.

Enum BlendMode<>():Enum

BLEND_MODE_INTERPOLATED = 0

The interpolation between animations is linear.


BLEND_MODE_DISCRETE = 1

The blend space plays the animation of the animation node which blending position is closest to. Useful for frame-by-frame 2D animations.


BLEND_MODE_DISCRETE_CARRY = 2

Similar to BLEND_MODE_DISCRETE, but starts the new animation at the last animation's playback position.

bool auto_triangles<>():bool

If true, the blend space is triangulated automatically. The mesh updates every time you add or remove points with add_blend_point and remove_blend_point.

BlendMode blend_mode<>():BlendMode

Controls the interpolation between animations. See BlendMode constants.

Vector2 max_space<>():Vector2

The blend space's X and Y axes' upper limit for the points' position. See add_blend_point.

Vector2 min_space<>():Vector2

The blend space's X and Y axes' lower limit for the points' position. See add_blend_point.

Vector2 snap<>():Vector2

Position increment to snap to when moving a point.

bool sync<>():bool

If false, the blended animations' frame are stopped when the blend value is 0.

If true, forcing the blended animations to advance frame.

String x_label<>():String

Name of the blend space's X axis.

String y_label<>():String

Name of the blend space's Y axis.

void add_blend_point<>( AnimationRootNode node=, node:AnimationRootNode=, Vector2 pos=, pos:Vector2=, int=, int:=, ):void

Adds a new point that represents a node at the position set by pos. You can insert it at a specific index using the at_index argument. If you use the default value for at_index, the point is inserted at the end of the blend points array.

void add_triangle<>( int x=, x:int=, int y=, y:int=, int z=, z:int=, int=, int:=, ):void

Creates a new triangle using three points x, y, and z. Triangles can overlap. You can insert the triangle at a specific index using the at_index argument. If you use the default value for at_index, the point is inserted at the end of the blend points array.

int get_blend_point_count<>():int

Returns the number of points in the blend space.

AnimationRootNode get_blend_point_node<>( int point=, point:int=, ):AnimationRootNode

Returns the AnimationRootNode referenced by the point at index point.

Vector2 get_blend_point_position<>( int point=, point:int=, ):Vector2

Returns the position of the point at index point.

int get_triangle_count<>():int

Returns the number of triangles in the blend space.

int get_triangle_point<>( int triangle=, triangle:int=, int point=, point:int=, ):int

Returns the position of the point at index point in the triangle of index triangle.

void remove_blend_point<>( int point=, point:int=, ):void

Removes the point at index point from the blend space.

void remove_triangle<>( int triangle=, triangle:int=, ):void

Removes the triangle at index triangle from the blend space.

void set_blend_point_node<>( int point=, point:int=, AnimationRootNode node=, node:AnimationRootNode=, ):void

Changes the AnimationNode referenced by the point at index point.

void set_blend_point_position<>( int point=, point:int=, Vector2 pos=, pos:Vector2=, ):void

Updates the position of the point at index point on the blend axis.




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