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@@ -1,11 +1,11 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Bone2D" inherits="Node2D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<class name="Bone2D" inherits="Node2D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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<brief_description>
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- Joint used with [Skeleton2D] to control and animate other nodes.
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+ A joint used with [Skeleton2D] to control and animate other nodes.
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</brief_description>
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</brief_description>
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<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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+ A hierarchy of [Bone2D]s can be bound to a [Skeleton2D] to control and animate other [Node2D] nodes.
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+ You can use [Bone2D] and [Skeleton2D] nodes to animate 2D meshes created with the [Polygon2D] 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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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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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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</description>
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@@ -21,14 +21,14 @@
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<method name="get_autocalculate_length_and_angle" qualifiers="const">
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<method name="get_autocalculate_length_and_angle" qualifiers="const">
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<return type="bool" />
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<return type="bool" />
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<description>
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<description>
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- Returns whether this [code]Bone2D[/code] node is going to autocalculate its length and bone angle using its first [code]Bone2D[/code] child node, if one exists. If there are no [code]Bone2D[/code] children, then it cannot autocalculate these values and will print a warning.
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+ Returns whether this [Bone2D] 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.
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</description>
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</description>
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</method>
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</method>
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<method name="get_bone_angle" qualifiers="const">
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<method name="get_bone_angle" qualifiers="const">
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<return type="float" />
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<return type="float" />
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<description>
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<description>
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- Returns the angle of the bone in the [code]Bone2D[/code] node.
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- [b]Note:[/b] This is different from the [code]Bone2D[/code]'s rotation. The bone angle is the rotation of the bone shown by the [code]Bone2D[/code] gizmo, and because [code]Bone2D[/code] bones are based on positions, this can vary from the actual rotation of the [code]Bone2D[/code] node.
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+ Returns the angle of the bone in the [Bone2D].
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+ [b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle is the rotation of the bone shown by the gizmo, which is unaffected by the [Bone2D]'s [member Node2D.transform].
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</description>
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</description>
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</method>
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</method>
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<method name="get_index_in_skeleton" qualifiers="const">
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<method name="get_index_in_skeleton" qualifiers="const">
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@@ -40,7 +40,7 @@
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<method name="get_length" qualifiers="const">
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<method name="get_length" qualifiers="const">
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<return type="float" />
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<return type="float" />
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<description>
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<description>
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- Returns the length of the bone in the [code]Bone2D[/code] node.
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+ Returns the length of the bone in the [Bone2D] node.
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</description>
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</description>
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</method>
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</method>
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<method name="get_skeleton_rest" qualifiers="const">
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<method name="get_skeleton_rest" qualifiers="const">
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@@ -53,22 +53,22 @@
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<return type="void" />
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<return type="void" />
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<param index="0" name="auto_calculate" type="bool" />
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<param index="0" name="auto_calculate" type="bool" />
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<description>
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<description>
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- When set to [code]true[/code], the [code]Bone2D[/code] node will attempt to automatically calculate the bone angle and length using the first child [code]Bone2D[/code] node, if one exists. If none exist, the [code]Bone2D[/code] cannot automatically calculate these values and will print a warning.
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+ When set to [code]true[/code], 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.
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</description>
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</description>
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</method>
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</method>
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<method name="set_bone_angle">
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<method name="set_bone_angle">
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<return type="void" />
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<return type="void" />
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<param index="0" name="angle" type="float" />
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<param index="0" name="angle" type="float" />
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<description>
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<description>
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- Sets the bone angle for the [code]Bone2D[/code] node. This is typically set to the rotation from the [code]Bone2D[/code] node to a child [code]Bone2D[/code] node.
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- [b]Note:[/b] This is different from the [code]Bone2D[/code]'s rotation. The bone angle is the rotation of the bone shown by the [code]Bone2D[/code] gizmo, and because [code]Bone2D[/code] bones are based on positions, this can vary from the actual rotation of the [code]Bone2D[/code] node.
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+ Sets the bone angle for the [Bone2D]. This is typically set to the rotation from the [Bone2D] to a child [Bone2D] node.
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+ [b]Note:[/b] [b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle is the rotation of the bone shown by the gizmo, which is unaffected by the [Bone2D]'s [member Node2D.transform].
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</description>
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</description>
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</method>
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</method>
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<method name="set_length">
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<method name="set_length">
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<return type="void" />
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<return type="void" />
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<param index="0" name="length" type="float" />
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<param index="0" name="length" type="float" />
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<description>
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<description>
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- Sets the length of the bone in the [code]Bone2D[/code] node.
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+ Sets the length of the bone in the [Bone2D].
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</description>
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</description>
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</method>
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</method>
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</methods>
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</methods>
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