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