mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-11-23 01:19:20 +01:00
45 lines
1.9 KiB
XML
45 lines
1.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="Bone2D" inherits="Node2D" version="3.5">
|
|
<brief_description>
|
|
Joint used with [Skeleton2D] to control and animate other nodes.
|
|
</brief_description>
|
|
<description>
|
|
Use a hierarchy of [code]Bone2D[/code] bound to a [Skeleton2D] to control, and animate other [Node2D] nodes.
|
|
You can use [code]Bone2D[/code] and [code]Skeleton2D[/code] nodes to animate 2D meshes created with the Polygon 2D UV editor.
|
|
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.
|
|
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.
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="apply_rest">
|
|
<return type="void" />
|
|
<description>
|
|
Stores the node's current transforms in [member rest].
|
|
</description>
|
|
</method>
|
|
<method name="get_index_in_skeleton" qualifiers="const">
|
|
<return type="int" />
|
|
<description>
|
|
Returns the node's index as part of the entire skeleton. See [Skeleton2D].
|
|
</description>
|
|
</method>
|
|
<method name="get_skeleton_rest" qualifiers="const">
|
|
<return type="Transform2D" />
|
|
<description>
|
|
Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have a parent, or its rest pose relative to its parent.
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<member name="default_length" type="float" setter="set_default_length" getter="get_default_length" default="16.0">
|
|
Length of the bone's representation drawn in the editor's viewport in pixels.
|
|
</member>
|
|
<member name="rest" type="Transform2D" setter="set_rest" getter="get_rest" default="Transform2D( 0, 0, 0, 0, 0, 0 )">
|
|
Rest transform of the bone. You can reset the node's transforms to this value using [method apply_rest].
|
|
</member>
|
|
</members>
|
|
<constants>
|
|
</constants>
|
|
</class>
|