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c6cea6e9b3
Thanks to @bojidar-bg's impressive work in #29380.
48 lines
2.0 KiB
XML
48 lines
2.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Bone2D" inherits="Node2D" category="Core" version="3.2">
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<brief_description>
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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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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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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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</return>
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<description>
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Stores the node's current transforms in [member rest].
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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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</return>
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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_skeleton_rest" qualifiers="const">
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<return type="Transform2D">
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</return>
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<description>
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Returns the node's [member rest] [code]Transform2D[/code] 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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</methods>
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<members>
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<member name="default_length" type="float" setter="set_default_length" getter="get_default_length" default="16.0">
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Length of the bone's representation drawn in the editor's viewport in pixels.
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</member>
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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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<constants>
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</constants>
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</class>
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