Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

SkeletonModificationStack2D

Experimental: This class may be changed or removed in future versions.

Inherits: Resource < RefCounted < Object

A resource that holds a stack of SkeletonModification2Ds.

Description

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.

Properties

bool

enabled

false

int

modification_count

0

float

strength

1.0

Methods

void

add_modification(modification: SkeletonModification2D)

void

delete_modification(mod_idx: int)

void

enable_all_modifications(enabled: bool)

void

execute(delta: float, execution_mode: int)

bool

get_is_setup() const

SkeletonModification2D

get_modification(mod_idx: int) const

Skeleton2D

get_skeleton() const

void

set_modification(mod_idx: int, modification: SkeletonModification2D)

void

setup()


Property Descriptions

bool enabled = false

  • void set_enabled(value: bool)

  • bool get_enabled()

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


int modification_count = 0

  • void set_modification_count(value: int)

  • int get_modification_count()

The number of modifications in the stack.


float strength = 1.0

  • void set_strength(value: float)

  • float get_strength()

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.


Method Descriptions

void add_modification(modification: SkeletonModification2D)

Adds the passed-in SkeletonModification2D to the stack.


void delete_modification(mod_idx: int)

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


void enable_all_modifications(enabled: bool)

Enables all SkeletonModification2Ds in the stack.


void execute(delta: float, execution_mode: int)

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() const

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


SkeletonModification2D get_modification(mod_idx: int) const

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


Skeleton2D get_skeleton() const

Returns the Skeleton2D node that the SkeletonModificationStack2D is bound to.


void set_modification(mod_idx: int, modification: SkeletonModification2D)

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


void setup()

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.


User-contributed notes

Please read the User-contributed notes policy before submitting a comment.