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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.