Documentation
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Overview ¶
Package SkinReference provides methods for working with SkinReference object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsSkinReference() Instance
- func (self Instance) GetSkeleton() RID.Skeleton
- func (self Instance) GetSkin() [1]gdclass.Skin
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Instance ¶
type Instance [1]gdclass.SkinReference
An internal object containing a mapping from a [Skin] used within the context of a particular [MeshInstance3D] to refer to the skeleton's [RID] in the RenderingServer. See also [method MeshInstance3D.get_skin_reference] and [method RenderingServer.instance_attach_skeleton]. Note that despite the similar naming, the skeleton RID used in the [RenderingServer] does not have a direct one-to-one correspondence to a [Skeleton3D] node. In particular, a [Skeleton3D] node with no [MeshInstance3D] children may be unknown to the [RenderingServer]. On the other hand, a [Skeleton3D] with multiple [MeshInstance3D] nodes which each have different [member MeshInstance3D.skin] objects may have multiple SkinReference instances (and hence, multiple skeleton [RID]s).
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsSkinReference ¶
func (Instance) GetSkeleton ¶
Returns the [RID] owned by this SkinReference, as returned by [method RenderingServer.skeleton_create].
func (Instance) GetSkin ¶
Returns the [Skin] connected to this SkinReference. In the case of [MeshInstance3D] with no [member MeshInstance3D.skin] assigned, this will reference an internal default [Skin] owned by that [MeshInstance3D]. Note that a single [Skin] may have more than one [SkinReference] in the case that it is shared by meshes across multiple [Skeleton3D] nodes.