pandemonium_engine_docs/classes/class_bone2d.rst

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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the Bone2D.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_Bone2D:
Bone2D
======
**Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
Joint used with :ref:`Skeleton2D<class_Skeleton2D>` to control and animate other nodes.
Description
-----------
Use a hierarchy of ``Bone2D`` bound to a :ref:`Skeleton2D<class_Skeleton2D>` to control, and animate other :ref:`Node2D<class_Node2D>` nodes.
You can use ``Bone2D`` and ``Skeleton2D`` nodes to animate 2D meshes created with the Polygon 2D UV editor.
Each bone has a :ref:`rest<class_Bone2D_property_rest>` transform that you can reset to with :ref:`apply_rest<class_Bone2D_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.
Properties
----------
+---------------------------------------+-------------------------------------------------------------+-------------------------------------+
| :ref:`float<class_float>` | :ref:`default_length<class_Bone2D_property_default_length>` | ``16.0`` |
+---------------------------------------+-------------------------------------------------------------+-------------------------------------+
| :ref:`Transform2D<class_Transform2D>` | :ref:`rest<class_Bone2D_property_rest>` | ``Transform2D( 0, 0, 0, 0, 0, 0 )`` |
+---------------------------------------+-------------------------------------------------------------+-------------------------------------+
Methods
-------
+---------------------------------------+---------------------------------------------------------------------------------------------+
| void | :ref:`apply_rest<class_Bone2D_method_apply_rest>` **(** **)** |
+---------------------------------------+---------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_index_in_skeleton<class_Bone2D_method_get_index_in_skeleton>` **(** **)** |const| |
+---------------------------------------+---------------------------------------------------------------------------------------------+
| :ref:`Transform2D<class_Transform2D>` | :ref:`get_skeleton_rest<class_Bone2D_method_get_skeleton_rest>` **(** **)** |const| |
+---------------------------------------+---------------------------------------------------------------------------------------------+
Property Descriptions
---------------------
.. _class_Bone2D_property_default_length:
- :ref:`float<class_float>` **default_length**
+-----------+---------------------------+
| *Default* | ``16.0`` |
+-----------+---------------------------+
| *Setter* | set_default_length(value) |
+-----------+---------------------------+
| *Getter* | get_default_length() |
+-----------+---------------------------+
Length of the bone's representation drawn in the editor's viewport in pixels.
----
.. _class_Bone2D_property_rest:
- :ref:`Transform2D<class_Transform2D>` **rest**
+-----------+-------------------------------------+
| *Default* | ``Transform2D( 0, 0, 0, 0, 0, 0 )`` |
+-----------+-------------------------------------+
| *Setter* | set_rest(value) |
+-----------+-------------------------------------+
| *Getter* | get_rest() |
+-----------+-------------------------------------+
Rest transform of the bone. You can reset the node's transforms to this value using :ref:`apply_rest<class_Bone2D_method_apply_rest>`.
Method Descriptions
-------------------
.. _class_Bone2D_method_apply_rest:
- void **apply_rest** **(** **)**
Stores the node's current transforms in :ref:`rest<class_Bone2D_property_rest>`.
----
.. _class_Bone2D_method_get_index_in_skeleton:
- :ref:`int<class_int>` **get_index_in_skeleton** **(** **)** |const|
Returns the node's index as part of the entire skeleton. See :ref:`Skeleton2D<class_Skeleton2D>`.
----
.. _class_Bone2D_method_get_skeleton_rest:
- :ref:`Transform2D<class_Transform2D>` **get_skeleton_rest** **(** **)** |const|
Returns the node's :ref:`rest<class_Bone2D_property_rest>` ``Transform2D`` if it doesn't have a parent, or its rest pose relative to its parent.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`