Bone2D.xml 2.0 KB

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  1. <?xml version="1.0" encoding="UTF-8" ?>
  2. <class name="Bone2D" inherits="Node2D" version="3.4">
  3. <brief_description>
  4. Joint used with [Skeleton2D] to control and animate other nodes.
  5. </brief_description>
  6. <description>
  7. Use a hierarchy of [code]Bone2D[/code] bound to a [Skeleton2D] to control, and animate other [Node2D] nodes.
  8. You can use [code]Bone2D[/code] and [code]Skeleton2D[/code] nodes to animate 2D meshes created with the Polygon 2D UV editor.
  9. 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.
  10. 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.
  11. </description>
  12. <tutorials>
  13. </tutorials>
  14. <methods>
  15. <method name="apply_rest">
  16. <return type="void">
  17. </return>
  18. <description>
  19. Stores the node's current transforms in [member rest].
  20. </description>
  21. </method>
  22. <method name="get_index_in_skeleton" qualifiers="const">
  23. <return type="int">
  24. </return>
  25. <description>
  26. Returns the node's index as part of the entire skeleton. See [Skeleton2D].
  27. </description>
  28. </method>
  29. <method name="get_skeleton_rest" qualifiers="const">
  30. <return type="Transform2D">
  31. </return>
  32. <description>
  33. Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have a parent, or its rest pose relative to its parent.
  34. </description>
  35. </method>
  36. </methods>
  37. <members>
  38. <member name="default_length" type="float" setter="set_default_length" getter="get_default_length" default="16.0">
  39. Length of the bone's representation drawn in the editor's viewport in pixels.
  40. </member>
  41. <member name="rest" type="Transform2D" setter="set_rest" getter="get_rest" default="Transform2D( 0, 0, 0, 0, 0, 0 )">
  42. Rest transform of the bone. You can reset the node's transforms to this value using [method apply_rest].
  43. </member>
  44. </members>
  45. <constants>
  46. </constants>
  47. </class>