class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedResource SkeletonModificationStack2D
A resource that holds a stack of SkeletonModification2Ds.

This resource is used by the Skeleton and holds a stack of SkeletonModification2Ds.

This controls the order of the modifications and how they are applied. Modification order is especially important for full-body IK setups, as you need to execute the modifications in the correct order to get the desired results. For example, you want to execute a modification on the spine before the arms on a humanoid skeleton.

This resource also controls how strongly all of the modifications are applied to the Skeleton2D.

bool enabled<>():bool

If true, the modification's in the stack will be called. This is handled automatically through the Skeleton2D node.

int modification_count<>():int

The number of modifications in the stack.

float strength<>():float

The interpolation strength of the modifications in stack. A value of 0 will make it where the modifications are not applied, a strength of 0.5 will be half applied, and a strength of 1 will allow the modifications to be fully applied and override the Skeleton2D Bone2D poses.

void add_modification<>( SkeletonModification2D modification=, modification:SkeletonModification2D=, ):void

Adds the passed-in SkeletonModification2D to the stack.

void delete_modification<>( int mod_idx=, mod_idx:int=, ):void

Deletes the SkeletonModification2D at the index position mod_idx, if it exists.

void enable_all_modifications<>( bool enabled=, enabled:bool=, ):void

Enables all SkeletonModification2Ds in the stack.

void execute<>( float delta=, delta:float=, int execution_mode=, execution_mode:int=, ):void

Executes all of the SkeletonModification2Ds in the stack that use the same execution mode as the passed-in execution_mode, starting from index 0 to modification_count.

Note: The order of the modifications can matter depending on the modifications. For example, modifications on a spine should operate before modifications on the arms in order to get proper results.

bool get_is_setup<>():bool

Returns a boolean that indicates whether the modification stack is setup and can execute.

SkeletonModification2D get_modification<>( int mod_idx=, mod_idx:int=, ):SkeletonModification2D

Returns the SkeletonModification2D at the passed-in index, mod_idx.

Skeleton2D get_skeleton<>():Skeleton2D

Returns the Skeleton2D node that the SkeletonModificationStack2D is bound to.

void set_modification<>( int mod_idx=, mod_idx:int=, SkeletonModification2D modification=, modification:SkeletonModification2D=, ):void

Sets the modification at mod_idx to the passed-in modification, modification.

void setup<>():void

Sets up the modification stack so it can execute. This function should be called by Skeleton2D and shouldn't be manually called unless you know what you are doing.




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