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