virtualx-engine-docs/_sources/classes/class_bone2d.rst.txt

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.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/3.6/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/3.6/doc/classes/Bone2D.xml.
.. _class_Bone2D:
Bone2D
======
**Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
Joint used with :ref:`Skeleton2D<class_Skeleton2D>` to control and animate other nodes.
.. rst-class:: classref-introduction-group
Description
-----------
Use a hierarchy of ``Bone2D`` bound to a :ref:`Skeleton2D<class_Skeleton2D>` to control, and animate other :ref:`Node2D<class_Node2D>` nodes.
You can use ``Bone2D`` and ``Skeleton2D`` nodes to animate 2D meshes created with the Polygon 2D UV editor.
Each bone has a :ref:`rest<class_Bone2D_property_rest>` transform that you can reset to with :ref:`apply_rest<class_Bone2D_method_apply_rest>`. These rest poses are relative to the bone's parent.
If in the editor, you can set the rest pose of an entire skeleton using a menu option, from the code, you need to iterate over the bones to set their individual rest poses.
.. rst-class:: classref-reftable-group
Properties
----------
.. table::
:widths: auto
+---------------------------------------+-------------------------------------------------------------+-------------------------------------+
| :ref:`float<class_float>` | :ref:`default_length<class_Bone2D_property_default_length>` | ``16.0`` |
+---------------------------------------+-------------------------------------------------------------+-------------------------------------+
| :ref:`Transform2D<class_Transform2D>` | :ref:`rest<class_Bone2D_property_rest>` | ``Transform2D( 0, 0, 0, 0, 0, 0 )`` |
+---------------------------------------+-------------------------------------------------------------+-------------------------------------+
.. rst-class:: classref-reftable-group
Methods
-------
.. table::
:widths: auto
+---------------------------------------+---------------------------------------------------------------------------------------------+
| void | :ref:`apply_rest<class_Bone2D_method_apply_rest>` **(** **)** |
+---------------------------------------+---------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_index_in_skeleton<class_Bone2D_method_get_index_in_skeleton>` **(** **)** |const| |
+---------------------------------------+---------------------------------------------------------------------------------------------+
| :ref:`Transform2D<class_Transform2D>` | :ref:`get_skeleton_rest<class_Bone2D_method_get_skeleton_rest>` **(** **)** |const| |
+---------------------------------------+---------------------------------------------------------------------------------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Property Descriptions
---------------------
.. _class_Bone2D_property_default_length:
.. rst-class:: classref-property
:ref:`float<class_float>` **default_length** = ``16.0``
.. rst-class:: classref-property-setget
- void **set_default_length** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_default_length** **(** **)**
Length of the bone's representation drawn in the editor's viewport in pixels.
.. rst-class:: classref-item-separator
----
.. _class_Bone2D_property_rest:
.. rst-class:: classref-property
:ref:`Transform2D<class_Transform2D>` **rest** = ``Transform2D( 0, 0, 0, 0, 0, 0 )``
.. rst-class:: classref-property-setget
- void **set_rest** **(** :ref:`Transform2D<class_Transform2D>` value **)**
- :ref:`Transform2D<class_Transform2D>` **get_rest** **(** **)**
Rest transform of the bone. You can reset the node's transforms to this value using :ref:`apply_rest<class_Bone2D_method_apply_rest>`.
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Method Descriptions
-------------------
.. _class_Bone2D_method_apply_rest:
.. rst-class:: classref-method
void **apply_rest** **(** **)**
Resets the bone to the rest pose. This is equivalent to setting :ref:`Node2D.transform<class_Node2D_property_transform>` to :ref:`rest<class_Bone2D_property_rest>`.
.. rst-class:: classref-item-separator
----
.. _class_Bone2D_method_get_index_in_skeleton:
.. rst-class:: classref-method
:ref:`int<class_int>` **get_index_in_skeleton** **(** **)** |const|
Returns the node's index as part of the entire skeleton. See :ref:`Skeleton2D<class_Skeleton2D>`.
.. rst-class:: classref-item-separator
----
.. _class_Bone2D_method_get_skeleton_rest:
.. rst-class:: classref-method
:ref:`Transform2D<class_Transform2D>` **get_skeleton_rest** **(** **)** |const|
Returns the node's :ref:`rest<class_Bone2D_property_rest>` ``Transform2D`` if it doesn't have a parent, or its rest pose relative to its parent.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`