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Copy file name to clipboardExpand all lines: classes/class_animatablebody2d.rst
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@@ -19,7 +19,7 @@ A 2D physics body that can't be moved by external forces. When moved manually, i
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Description
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An animatable 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, :ref:`AnimationPlayer<class_AnimationPlayer>`\ s (with :ref:`AnimationPlayer.playback_process_mode<class_AnimationPlayer_property_playback_process_mode>` set to :ref:`AnimationPlayer.ANIMATION_PROCESS_PHYSICS<class_AnimationPlayer_constant_ANIMATION_PROCESS_PHYSICS>`), and :ref:`RemoteTransform2D<class_RemoteTransform2D>`.
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An animatable 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, :ref:`AnimationMixer<class_AnimationMixer>`\ s (with :ref:`AnimationMixer.callback_mode_process<class_AnimationMixer_property_callback_mode_process>` set to :ref:`AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS<class_AnimationMixer_constant_ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS>`), and :ref:`RemoteTransform2D<class_RemoteTransform2D>`.
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When **AnimatableBody2D** is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
Copy file name to clipboardExpand all lines: classes/class_animatablebody3d.rst
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@@ -19,7 +19,7 @@ A 3D physics body that can't be moved by external forces. When moved manually, i
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Description
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An animatable 3D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, :ref:`AnimationPlayer<class_AnimationPlayer>`\ s (with :ref:`AnimationPlayer.playback_process_mode<class_AnimationPlayer_property_playback_process_mode>` set to :ref:`AnimationPlayer.ANIMATION_PROCESS_PHYSICS<class_AnimationPlayer_constant_ANIMATION_PROCESS_PHYSICS>`), and :ref:`RemoteTransform3D<class_RemoteTransform3D>`.
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An animatable 3D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, :ref:`AnimationMixer<class_AnimationMixer>`\ s (with :ref:`AnimationMixer.callback_mode_process<class_AnimationMixer_property_callback_mode_process>` set to :ref:`AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS<class_AnimationMixer_constant_ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS>`), and :ref:`RemoteTransform3D<class_RemoteTransform3D>`.
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When **AnimatableBody3D** is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
Copy file name to clipboardExpand all lines: classes/class_configfile.rst
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@@ -291,7 +291,7 @@ Returns ``true`` if the specified section-key pair exists.
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Loads the config file specified as a parameter. The file's contents are parsed and loaded in the **ConfigFile** object which the method was called on.
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Returns one of the :ref:`Error<enum_@GlobalScope_Error>` code constants (:ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success).
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Returns :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success, or one of the other :ref:`Error<enum_@GlobalScope_Error>` values if the operation failed.
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Loads the encrypted config file specified as a parameter, using the provided ``key`` to decrypt it. The file's contents are parsed and loaded in the **ConfigFile** object which the method was called on.
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Returns one of the :ref:`Error<enum_@GlobalScope_Error>` code constants (:ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success).
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Returns :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success, or one of the other :ref:`Error<enum_@GlobalScope_Error>` values if the operation failed.
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Loads the encrypted config file specified as a parameter, using the provided ``password`` to decrypt it. The file's contents are parsed and loaded in the **ConfigFile** object which the method was called on.
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Returns one of the :ref:`Error<enum_@GlobalScope_Error>` code constants (:ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success).
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Returns :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success, or one of the other :ref:`Error<enum_@GlobalScope_Error>` values if the operation failed.
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Parses the passed string as the contents of a config file. The string is parsed and loaded in the ConfigFile object which the method was called on.
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Returns one of the :ref:`Error<enum_@GlobalScope_Error>` code constants (:ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success).
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Returns :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success, or one of the other :ref:`Error<enum_@GlobalScope_Error>` values if the operation failed.
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Saves the contents of the **ConfigFile** object to the file specified as a parameter. The output file uses an INI-style structure.
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Returns one of the :ref:`Error<enum_@GlobalScope_Error>` code constants (:ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success).
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Returns :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success, or one of the other :ref:`Error<enum_@GlobalScope_Error>` values if the operation failed.
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Saves the contents of the **ConfigFile** object to the AES-256 encrypted file specified as a parameter, using the provided ``key`` to encrypt it. The output file uses an INI-style structure.
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Returns one of the :ref:`Error<enum_@GlobalScope_Error>` code constants (:ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success).
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Returns :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success, or one of the other :ref:`Error<enum_@GlobalScope_Error>` values if the operation failed.
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Saves the contents of the **ConfigFile** object to the AES-256 encrypted file specified as a parameter, using the provided ``password`` to encrypt it. The output file uses an INI-style structure.
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Returns one of the :ref:`Error<enum_@GlobalScope_Error>` code constants (:ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success).
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Returns :ref:`@GlobalScope.OK<class_@GlobalScope_constant_OK>` on success, or one of the other :ref:`Error<enum_@GlobalScope_Error>` values if the operation failed.
Returns the number of surfaces that the **Mesh** holds.
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Returns the number of surfaces that the **Mesh** holds. This is equivalent to :ref:`MeshInstance3D.get_surface_override_material_count<class_MeshInstance3D_method_get_surface_override_material_count>`.
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Returns the arrays for the vertices, normals, uvs, etc. that make up the requested surface (see :ref:`ArrayMesh.add_surface_from_arrays<class_ArrayMesh_method_add_surface_from_arrays>`).
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Returns the arrays for the vertices, normals, UVs, etc. that make up the requested surface (see :ref:`ArrayMesh.add_surface_from_arrays<class_ArrayMesh_method_add_surface_from_arrays>`).
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Returns a :ref:`Material<class_Material>` in a given surface. Surface is rendered using this material.
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\ **Note:** This returns the material within the **Mesh** resource, not the :ref:`Material<class_Material>` associated to the :ref:`MeshInstance3D<class_MeshInstance3D>`'s Surface Material Override properties. To get the :ref:`Material<class_Material>` associated to the :ref:`MeshInstance3D<class_MeshInstance3D>`'s Surface Material Override properties, use :ref:`MeshInstance3D.get_surface_override_material<class_MeshInstance3D_method_get_surface_override_material>` instead.
Sets a :ref:`Material<class_Material>` for a given surface. Surface will be rendered using this material.
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\ **Note:** This assigns the material within the **Mesh** resource, not the :ref:`Material<class_Material>` associated to the :ref:`MeshInstance3D<class_MeshInstance3D>`'s Surface Material Override properties. To set the :ref:`Material<class_Material>` associated to the :ref:`MeshInstance3D<class_MeshInstance3D>`'s Surface Material Override properties, use :ref:`MeshInstance3D.set_surface_override_material<class_MeshInstance3D_method_set_surface_override_material>` instead.
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.. |virtual| replace:::abbr:`virtual(This method should typically be overridden by the user to have any effect.)`
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Returns the override :ref:`Material<class_Material>` for the specified ``surface`` of the :ref:`Mesh<class_Mesh>` resource.
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Returns the override :ref:`Material<class_Material>` for the specified ``surface`` of the :ref:`Mesh<class_Mesh>` resource. See also :ref:`get_surface_override_material_count<class_MeshInstance3D_method_get_surface_override_material_count>`.
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\ **Note:** This returns the :ref:`Material<class_Material>` associated to the **MeshInstance3D**'s Surface Material Override properties, not the material within the :ref:`Mesh<class_Mesh>` resource. To get the material within the :ref:`Mesh<class_Mesh>` resource, use :ref:`Mesh.surface_get_material<class_Mesh_method_surface_get_material>` instead.
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Returns the number of surface override materials. This is equivalent to :ref:`Mesh.get_surface_count<class_Mesh_method_get_surface_count>`.
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Returns the number of surface override materials. This is equivalent to :ref:`Mesh.get_surface_count<class_Mesh_method_get_surface_count>`. See also :ref:`get_surface_override_material<class_MeshInstance3D_method_get_surface_override_material>`.
Sets the override ``material`` for the specified ``surface`` of the :ref:`Mesh<class_Mesh>` resource. This material is associated with this **MeshInstance3D** rather than with :ref:`mesh<class_MeshInstance3D_property_mesh>`.
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\ **Note:** This assigns the :ref:`Material<class_Material>` associated to the **MeshInstance3D**'s Surface Material Override properties, not the material within the :ref:`Mesh<class_Mesh>` resource. To set the material within the :ref:`Mesh<class_Mesh>` resource, use :ref:`Mesh.surface_get_material<class_Mesh_method_surface_get_material>` instead.
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Editor-only helper for setting up root motion in :ref:`AnimationTree<class_AnimationTree>`.
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Editor-only helper for setting up root motion in :ref:`AnimationMixer<class_AnimationMixer>`.
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Description
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*Root motion* refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also :ref:`AnimationTree<class_AnimationTree>`.
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*Root motion* refers to an animation technique where a mesh's skeleton is used to give impulse to a character. When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics. See also :ref:`AnimationMixer<class_AnimationMixer>`.
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\ **Note:** **RootMotionView** is only visible in the editor. It will be hidden automatically in the running project.
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- void **set_animation_path** **(** :ref:`NodePath<class_NodePath>` value **)**
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