Skeleton

Inherits: Spatial < Node < Object

Category: Core

Brief Description

Skeleton for characters and animated objects.

Methods

void add_bone ( String name )
void bind_child_node_to_bone ( int bone_idx, Node node )
void clear_bones ( )
int find_bone ( String name ) const
int get_bone_count ( ) const
Transform get_bone_custom_pose ( int bone_idx ) const
Transform get_bone_global_pose ( int bone_idx ) const
String get_bone_name ( int bone_idx ) const
int get_bone_parent ( int bone_idx ) const
Transform get_bone_pose ( int bone_idx ) const
Transform get_bone_rest ( int bone_idx ) const
Transform get_bone_transform ( int bone_idx ) const
Array get_bound_child_nodes_to_bone ( int bone_idx ) const
bool is_bone_rest_disabled ( int bone_idx ) const
void physical_bones_add_collision_exception ( RID exception )
void physical_bones_remove_collision_exception ( RID exception )
void physical_bones_start_simulation ( Array bones=[ ] )
void physical_bones_stop_simulation ( )
void set_bone_custom_pose ( int bone_idx, Transform custom_pose )
void set_bone_disable_rest ( int bone_idx, bool disable )
void set_bone_global_pose ( int bone_idx, Transform pose )
void set_bone_ignore_animation ( int bone, bool ignore )
void set_bone_parent ( int bone_idx, int parent_idx )
void set_bone_pose ( int bone_idx, Transform pose )
void set_bone_rest ( int bone_idx, Transform rest )
void unbind_child_node_from_bone ( int bone_idx, Node node )
void unparent_bone_and_rest ( int bone_idx )

Constants

  • NOTIFICATION_UPDATE_SKELETON = 50

Description

Skeleton provides a hierarchical interface for managing bones, including pose, rest and animation (see Animation). Skeleton will support rag doll dynamics in the future.

The overall transform of a bone with respect to the skeleton is determined by the following hierarchical order: rest pose, custom pose and pose.

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

Method Descriptions

  • void add_bone ( String name )

Add a bone, with name “name”. get_bone_count will become the bone index.

  • void bind_child_node_to_bone ( int bone_idx, Node node )

Deprecated soon.

  • void clear_bones ( )

Clear all the bones in this skeleton.

Return the bone index that matches “name” as its name.

  • int get_bone_count ( ) const

Return the amount of bones in the skeleton.

Return the custom pose of the specified bone. Custom pose is applied on top of the rest pose.

Return 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.

  • String get_bone_name ( int bone_idx ) const

Return the name of the bone at index “index”.

  • int get_bone_parent ( int bone_idx ) const

Return the bone index which is the parent of the bone at “bone_idx”. If -1, then bone has no parent. Note that the parent bone returned will always be less than “bone_idx”.

Return the pose transform of the specified bone. Pose is applied on top of the custom pose, which is applied on top the rest pose.

Return the rest transform for a bone “bone_idx”.

Return the combination of custom pose and pose. The returned transform is in skeleton’s reference frame.

  • Array get_bound_child_nodes_to_bone ( int bone_idx ) const

Deprecated soon.

  • bool is_bone_rest_disabled ( int bone_idx ) const
  • void physical_bones_add_collision_exception ( RID exception )
  • void physical_bones_remove_collision_exception ( RID exception )
  • void physical_bones_start_simulation ( Array bones=[ ] )
  • void physical_bones_stop_simulation ( )
  • void set_bone_custom_pose ( int bone_idx, Transform custom_pose )
  • void set_bone_disable_rest ( int bone_idx, bool disable )
  • void set_bone_global_pose ( int bone_idx, Transform pose )
  • void set_bone_ignore_animation ( int bone, bool ignore )
  • void set_bone_parent ( int bone_idx, int parent_idx )

Set 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”.

Return the pose transform for bone “bone_idx”.

Set the rest transform for bone “bone_idx”

  • void unbind_child_node_from_bone ( int bone_idx, Node node )

Deprecated soon.

  • void unparent_bone_and_rest ( int bone_idx )