class AnimationNodeBlendSpace2D
package godot
extends AnimationRootNode › AnimationNode › Resource › Reference › Object
A resource to add to an godot.AnimationNodeBlendTree.
This node allows you to blend linearly between three animations using a godot.Vector2 weight.
You can add vertices to the blend space with godot.AnimationNodeBlendSpace2D.addBlendPoint and automatically triangulate it by setting godot.AnimationNodeBlendSpace2D.autoTriangles to true. Otherwise, use godot.AnimationNodeBlendSpace2D.addTriangle and godot.AnimationNodeBlendSpace2D.removeTriangle to create up the blend space by hand.
Constructor
Variables
autoTriangles:Bool
If true, the blend space is triangulated automatically. The mesh updates every time you add or remove points with godot.AnimationNodeBlendSpace2D.addBlendPoint and godot.AnimationNodeBlendSpace2D.removeBlendPoint.
blendMode:AnimationNodeBlendSpace2D_BlendModeEnum
Controls the interpolation between animations. See godot.AnimationNodeBlendSpace2D_BlendModeEnum constants.
maxSpace:Vector2
The blend space's X and Y axes' upper limit for the points' position. See godot.AnimationNodeBlendSpace2D.addBlendPoint.
minSpace:Vector2
The blend space's X and Y axes' lower limit for the points' position. See godot.AnimationNodeBlendSpace2D.addBlendPoint.
Methods
addBlendPoint(node:AnimationRootNode, pos:Vector2, ?atIndex:Int):Void
Adds a new point that represents a node at the position set by pos. You can insert it at a specific index using the at_index argument. If you use the default value for at_index, the point is inserted at the end of the blend points array.
addTriangle(x:Int, y:Int, z:Int, ?atIndex:Int):Void
Creates a new triangle using three points x, y, and z. Triangles can overlap. You can insert the triangle at a specific index using the at_index argument. If you use the default value for at_index, the point is inserted at the end of the blend points array.
getBlendPointNode(point:Int):AnimationRootNode
Returns the godot.AnimationRootNode referenced by the point at index point.
getTrianglePoint(triangle:Int, point:Int):Int
Returns the position of the point at index point in the triangle of index triangle.
setBlendPointNode(point:Int, node:AnimationRootNode):Void
Changes the godot.AnimationNode referenced by the point at index point.
setBlendPointPosition(point:Int, pos:Vector2):Void
Updates the position of the point at index point on the blend axis.