Skin¶
继承: Resource < RefCounted < Object
方法¶
void |
add_bind(bone: int, pose: Transform3D) |
void |
add_named_bind(name: String, pose: Transform3D) |
void |
|
get_bind_bone(bind_index: int) const |
|
get_bind_count() const |
|
get_bind_name(bind_index: int) const |
|
get_bind_pose(bind_index: int) const |
|
void |
set_bind_bone(bind_index: int, bone: int) |
void |
set_bind_count(bind_count: int) |
void |
set_bind_name(bind_index: int, name: StringName) |
void |
set_bind_pose(bind_index: int, pose: Transform3D) |
方法说明¶
void add_bind(bone: int, pose: Transform3D) 🔗
void add_named_bind(name: String, pose: Transform3D) 🔗
void clear_binds() 🔗
int get_bind_bone(bind_index: int) const 🔗
StringName get_bind_name(bind_index: int) const 🔗
Transform3D get_bind_pose(bind_index: int) const 🔗
void set_bind_bone(bind_index: int, bone: int) 🔗
void set_bind_count(bind_count: int) 🔗
void set_bind_name(bind_index: int, name: StringName) 🔗
void set_bind_pose(bind_index: int, pose: Transform3D) 🔗