:github_url: hide .. Generated automatically by doc/tools/make_rst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the Bone2D.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_Bone2D: Bone2D ====== **Inherits:** :ref:`Node2D` **<** :ref:`CanvasItem` **<** :ref:`Node` **<** :ref:`Object` Joint used with :ref:`Skeleton2D` to control and animate other nodes. Description ----------- Use a hierarchy of ``Bone2D`` bound to a :ref:`Skeleton2D` to control, and animate other :ref:`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` transform that you can reset to with :ref:`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. Properties ---------- +---------------------------------------+-----------------------------------------+-----------------------------------+ | :ref:`Transform2D` | :ref:`rest` | ``Transform2D(0, 0, 0, 0, 0, 0)`` | +---------------------------------------+-----------------------------------------+-----------------------------------+ Methods ------- +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`apply_rest` **(** **)** | +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_autocalculate_length_and_angle` **(** **)** |const| | +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_bone_angle` **(** **)** |const| | +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_default_length` **(** **)** |const| | +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_index_in_skeleton` **(** **)** |const| | +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_length` **(** **)** |const| | +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Transform2D` | :ref:`get_skeleton_rest` **(** **)** |const| | +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_autocalculate_length_and_angle` **(** :ref:`bool` auto_calculate **)** | +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_bone_angle` **(** :ref:`float` angle **)** | +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_default_length` **(** :ref:`float` default_length **)** | +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_length` **(** :ref:`float` length **)** | +---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+ Property Descriptions --------------------- .. _class_Bone2D_property_rest: - :ref:`Transform2D` **rest** +-----------+-----------------------------------+ | *Default* | ``Transform2D(0, 0, 0, 0, 0, 0)`` | +-----------+-----------------------------------+ | *Setter* | set_rest(value) | +-----------+-----------------------------------+ | *Getter* | get_rest() | +-----------+-----------------------------------+ Rest transform of the bone. You can reset the node's transforms to this value using :ref:`apply_rest`. Method Descriptions ------------------- .. _class_Bone2D_method_apply_rest: - void **apply_rest** **(** **)** Stores the node's current transforms in :ref:`rest`. ---- .. _class_Bone2D_method_get_autocalculate_length_and_angle: - :ref:`bool` **get_autocalculate_length_and_angle** **(** **)** |const| Returns whether this ``Bone2D`` node is going to autocalculate its length and bone angle using its first ``Bone2D`` child node, if one exists. If there are no ``Bone2D`` children, then it cannot autocalculate these values and will print a warning. ---- .. _class_Bone2D_method_get_bone_angle: - :ref:`float` **get_bone_angle** **(** **)** |const| Returns the angle of the bone in the ``Bone2D`` node. \ **Note:** This is different from the ``Bone2D``'s rotation. The bone angle is the rotation of the bone shown by the ``Bone2D`` gizmo, and because ``Bone2D`` bones are based on positions, this can vary from the actual rotation of the ``Bone2D`` node. ---- .. _class_Bone2D_method_get_default_length: - :ref:`float` **get_default_length** **(** **)** |const| Deprecated. Please use ``get_length`` instead. ---- .. _class_Bone2D_method_get_index_in_skeleton: - :ref:`int` **get_index_in_skeleton** **(** **)** |const| Returns the node's index as part of the entire skeleton. See :ref:`Skeleton2D`. ---- .. _class_Bone2D_method_get_length: - :ref:`float` **get_length** **(** **)** |const| Returns the length of the bone in the ``Bone2D`` node. ---- .. _class_Bone2D_method_get_skeleton_rest: - :ref:`Transform2D` **get_skeleton_rest** **(** **)** |const| Returns the node's :ref:`rest` ``Transform2D`` if it doesn't have a parent, or its rest pose relative to its parent. ---- .. _class_Bone2D_method_set_autocalculate_length_and_angle: - void **set_autocalculate_length_and_angle** **(** :ref:`bool` auto_calculate **)** When set to ``true``, the ``Bone2D`` node will attempt to automatically calculate the bone angle and length using the first child ``Bone2D`` node, if one exists. If none exist, the ``Bone2D`` cannot automatically calculate these values and will print a warning. ---- .. _class_Bone2D_method_set_bone_angle: - void **set_bone_angle** **(** :ref:`float` angle **)** Sets the bone angle for the ``Bone2D`` node. This is typically set to the rotation from the ``Bone2D`` node to a child ``Bone2D`` node. \ **Note:** This is different from the ``Bone2D``'s rotation. The bone angle is the rotation of the bone shown by the ``Bone2D`` gizmo, and because ``Bone2D`` bones are based on positions, this can vary from the actual rotation of the ``Bone2D`` node. ---- .. _class_Bone2D_method_set_default_length: - void **set_default_length** **(** :ref:`float` default_length **)** Deprecated. Please use ``set_length`` instead. ---- .. _class_Bone2D_method_set_length: - void **set_length** **(** :ref:`float` length **)** Sets the length of the bone in the ``Bone2D`` node. .. |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.)` .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)` .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`