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- :github_url: hide
- .. 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.)`
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