- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
58 lines
2.1 KiB
XML
58 lines
2.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GLTFSkeleton" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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</brief_description>
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<description>
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</description>
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<tutorials>
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<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
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</tutorials>
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<methods>
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<method name="get_bone_attachment">
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<return type="BoneAttachment3D" />
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<param index="0" name="idx" type="int" />
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<description>
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</description>
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</method>
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<method name="get_bone_attachment_count">
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<return type="int" />
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<description>
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</description>
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</method>
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<method name="get_godot_bone_node">
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<return type="Dictionary" />
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<description>
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Returns a [Dictionary] that maps skeleton bone indices to the indices of glTF nodes. This property is unused during import, and only set during export. In a glTF file, a bone is a node, so Godot converts skeleton bones to glTF nodes.
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</description>
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</method>
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<method name="get_godot_skeleton">
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<return type="Skeleton3D" />
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<description>
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</description>
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</method>
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<method name="get_unique_names">
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<return type="String[]" />
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<description>
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</description>
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</method>
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<method name="set_godot_bone_node">
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<return type="void" />
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<param index="0" name="godot_bone_node" type="Dictionary" />
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<description>
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Sets a [Dictionary] that maps skeleton bone indices to the indices of glTF nodes. This property is unused during import, and only set during export. In a glTF file, a bone is a node, so Godot converts skeleton bones to glTF nodes.
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</description>
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</method>
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<method name="set_unique_names">
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<return type="void" />
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<param index="0" name="unique_names" type="String[]" />
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<description>
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</description>
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</method>
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</methods>
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<members>
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<member name="joints" type="PackedInt32Array" setter="set_joints" getter="get_joints" default="PackedInt32Array()">
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</member>
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<member name="roots" type="PackedInt32Array" setter="set_roots" getter="get_roots" default="PackedInt32Array()">
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</member>
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</members>
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</class>
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