SkeletonModificationStack2D

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.

Methods

void

add_modification ( SkeletonModification2D modification )

void

delete_modification ( int mod_idx )

void

enable_all_modifications ( bool enabled )

void

execute ( float delta, int execution_mode )

bool

get_is_setup ( ) const

SkeletonModification2D

get_modification ( int mod_idx ) const

Skeleton2D

get_skeleton ( ) const

void

set_modification ( int mod_idx, SkeletonModification2D modification )

void

setup ( )

Property Descriptions

Default

false

Setter

set_enabled(value)

Getter

get_enabled()

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


  • int modification_count

Default

0

Setter

set_modification_count(value)

Getter

get_modification_count()

The number of modifications in the stack.


Default

1.0

Setter

set_strength(value)

Getter

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

Adds the passed-in SkeletonModification2D to the stack.


  • void delete_modification ( int mod_idx )

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


  • void enable_all_modifications ( bool enabled )

Enables all SkeletonModification2Ds in the stack.


  • void execute ( float delta, int execution_mode )

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.


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


Returns the Skeleton2D node that the SkeletonModificationStack2D is bound to.


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.