- 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!
45 lines
1.9 KiB
XML
45 lines
1.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="IKModifier3D" inherits="SkeletonModifier3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A node for inverse kinematics which may modify more than one bone.
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</brief_description>
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<description>
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Base class of [SkeletonModifier3D]s that has some joint lists and applies inverse kinematics. This class has some structs, enums, and helper methods which are useful to solve inverse kinematics.
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</description>
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<tutorials>
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<link title="Inverse Kinematics Returns to Godot 4.6 - IKModifier3D">https://godotengine.org/article/inverse-kinematics-returns-to-godot-4-6/#ikmodifier3d-and-7-child-classes</link>
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</tutorials>
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<methods>
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<method name="clear_settings">
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<return type="void" />
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<description>
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Clears all settings.
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</description>
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</method>
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<method name="get_setting_count" qualifiers="const">
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<return type="int" />
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<description>
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Returns the number of settings.
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</description>
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</method>
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<method name="reset">
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<return type="void" />
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<description>
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Resets a state with respect to the current bone pose.
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</description>
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</method>
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<method name="set_setting_count">
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<return type="void" />
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<param index="0" name="count" type="int" />
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<description>
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Sets the number of settings.
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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="mutable_bone_axes" type="bool" setter="set_mutable_bone_axes" getter="are_bone_axes_mutable" default="true">
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If [code]true[/code], the solver retrieves the bone axis from the bone pose every frame.
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If [code]false[/code], the solver retrieves the bone axis from the bone rest and caches it, which increases performance slightly, but position changes in the bone pose made before processing this [IKModifier3D] are ignored.
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</member>
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</members>
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</class>
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