b087538119
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
44 lines
2 KiB
XML
44 lines
2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Bone2D" inherits="Node2D" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Joint used with [Skeleton2D] to control and animate other nodes.
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</brief_description>
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<description>
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Use a hierarchy of [code]Bone2D[/code] bound to a [Skeleton2D] to control, and animate other [Node2D] nodes.
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You can use [code]Bone2D[/code] and [code]Skeleton2D[/code] nodes to animate 2D meshes created with the Polygon 2D UV editor.
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Each bone has a [member rest] transform that you can reset to with [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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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="apply_rest">
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<return type="void" />
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<description>
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Stores the node's current transforms in [member rest].
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</description>
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</method>
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<method name="get_index_in_skeleton" qualifiers="const">
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<return type="int" />
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<description>
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Returns the node's index as part of the entire skeleton. See [Skeleton2D].
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</description>
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</method>
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<method name="get_skeleton_rest" qualifiers="const">
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<return type="Transform2D" />
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<description>
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Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have a parent, or its rest pose relative to its parent.
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</description>
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</method>
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</methods>
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<members>
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<member name="default_length" type="float" setter="set_default_length" getter="get_default_length" default="16.0">
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Length of the bone's representation drawn in the editor's viewport in pixels.
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</member>
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<member name="rest" type="Transform2D" setter="set_rest" getter="get_rest" default="Transform2D( 0, 0, 0, 0, 0, 0 )">
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Rest transform of the bone. You can reset the node's transforms to this value using [method apply_rest].
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</member>
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</members>
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<constants>
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</constants>
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</class>
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