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https://github.com/godotengine/godot
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f16f8bf39b
Co-authored-by: Micky <66727710+Mickeon@users.noreply.github.com>
80 lines
3.8 KiB
XML
80 lines
3.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Bone2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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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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<description>
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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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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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Resets the bone to the rest pose. This is equivalent to setting [member Node2D.transform] to [member rest].
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</description>
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</method>
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<method name="get_autocalculate_length_and_angle" qualifiers="const">
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<return type="bool" />
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<description>
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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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</method>
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<method name="get_bone_angle" qualifiers="const">
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<return type="float" />
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<description>
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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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</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_length" qualifiers="const">
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<return type="float" />
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<description>
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Returns the length of the bone in the [Bone2D] node.
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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] [Transform2D] 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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<method name="set_autocalculate_length_and_angle">
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<return type="void" />
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<param index="0" name="auto_calculate" type="bool" />
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<description>
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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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</method>
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<method name="set_bone_angle">
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<return type="void" />
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<param index="0" name="angle" type="float" />
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<description>
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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] 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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</method>
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<method name="set_length">
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<return type="void" />
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<param index="0" name="length" type="float" />
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<description>
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Sets the length of the bone in the [Bone2D].
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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="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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</class>
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