:github_url: hide .. 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//doc_classes. .. _class_Bone2D: Bone2D ====== **Inherits:** :ref:`Node2D` **<** :ref:`CanvasItem` **<** :ref:`Node` **<** :ref:`Object` Joint used with :ref:`Skeleton2D` to control and animate other nodes. Description ----------- Use a hierarchy of ``Bone2D`` bound to a :ref:`Skeleton2D` to control, and animate other :ref:`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` transform that you can reset to with :ref:`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` | :ref:`default_length` | ``16.0`` | +---------------------------------------+-------------------------------------------------------------+-------------------------------------+ | :ref:`Transform2D` | :ref:`rest` | ``Transform2D( 0, 0, 0, 0, 0, 0 )`` | +---------------------------------------+-------------------------------------------------------------+-------------------------------------+ Methods ------- +---------------------------------------+---------------------------------------------------------------------------------------------+ | void | :ref:`apply_rest` **(** **)** | +---------------------------------------+---------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_index_in_skeleton` **(** **)** |const| | +---------------------------------------+---------------------------------------------------------------------------------------------+ | :ref:`Transform2D` | :ref:`get_skeleton_rest` **(** **)** |const| | +---------------------------------------+---------------------------------------------------------------------------------------------+ Property Descriptions --------------------- .. _class_Bone2D_property_default_length: - :ref:`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` **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`. Method Descriptions ------------------- .. _class_Bone2D_method_apply_rest: - void **apply_rest** **(** **)** Stores the node's current transforms in :ref:`rest`. ---- .. _class_Bone2D_method_get_index_in_skeleton: - :ref:`int` **get_index_in_skeleton** **(** **)** |const| Returns the node's index as part of the entire skeleton. See :ref:`Skeleton2D`. ---- .. _class_Bone2D_method_get_skeleton_rest: - :ref:`Transform2D` **get_skeleton_rest** **(** **)** |const| Returns the node's :ref:`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.)`