LimitAngularVelocityModifier3D
继承: SkeletonModifier3D < Node3D < Node < Object
Limit bone rotation angular velocity.
描述
This modifier limits bone rotation angular velocity by comparing poses between previous and current frame.
You can add bone chains by specifying their root and end bones, then add the bones between them to a list. Modifier processes either that list or the bones excluding those in the list depending on the option exclude.
属性
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方法
void |
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get_end_bone(index: int) const |
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get_end_bone_name(index: int) const |
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get_root_bone(index: int) const |
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get_root_bone_name(index: int) const |
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void |
reset() |
void |
set_end_bone(index: int, bone: int) |
void |
set_end_bone_name(index: int, bone_name: String) |
void |
set_root_bone(index: int, bone: int) |
void |
set_root_bone_name(index: int, bone_name: String) |
属性说明
The number of chains.
If true, the modifier processes bones not included in the bone list.
If false, the bones processed by the modifier are equal to the bone list.
The number of joints in the list which created by chains dynamically.
float max_angular_velocity = 6.2831855 🔗
The maximum angular velocity per second.
方法说明
void clear_chains() 🔗
Clear all chains.
int get_end_bone(index: int) const 🔗
返回骨骼链末尾骨骼的索引。
String get_end_bone_name(index: int) const 🔗
返回骨骼链末尾骨骼的名称。
int get_root_bone(index: int) const 🔗
返回骨骼链根骨骼的索引。
String get_root_bone_name(index: int) const 🔗
返回骨骼链根骨骼的名称。
void reset() 🔗
Sets the reference pose for angle comparison to the current pose with the influence of constraints removed. This function is automatically triggered when joints change or upon activation.
void set_end_bone(index: int, bone: int) 🔗
设置骨骼链中末端骨骼的索引。
void set_end_bone_name(index: int, bone_name: String) 🔗
Sets the end bone name of the bone chain.
Note: End bone must be the root bone or a child of the root bone.
void set_root_bone(index: int, bone: int) 🔗
设置骨骼链中根骨骼的索引。
void set_root_bone_name(index: int, bone_name: String) 🔗
设置骨骼链中根骨骼的名称。