godot/doc/classes/Bone2D.xml

111 lines
4.7 KiB
XML
Raw Normal View History

2018-05-12 07:38:00 +00:00
<?xml version="1.0" encoding="UTF-8" ?>
2020-02-01 01:03:48 +00:00
<class name="Bone2D" inherits="Node2D" version="4.0">
2018-05-12 07:38:00 +00:00
<brief_description>
2019-06-12 10:58:13 +00:00
Joint used with [Skeleton2D] to control and animate other nodes.
2018-05-12 07:38:00 +00:00
</brief_description>
<description>
Use a hierarchy of [code]Bone2D[/code] bound to a [Skeleton2D] to control, and animate other [Node2D] nodes.
2019-06-12 10:58:13 +00:00
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.
2018-05-12 07:38:00 +00:00
</description>
<tutorials>
</tutorials>
<methods>
<method name="apply_rest">
<return type="void">
</return>
<description>
2019-06-12 10:58:13 +00:00
Stores the node's current transforms in [member rest].
2018-05-12 07:38:00 +00:00
</description>
</method>
New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2020-08-03 18:02:24 +00:00
<method name="get_autocalculate_length_and_angle" qualifiers="const">
<return type="bool">
</return>
<description>
Returns whether this [code]Bone2D[/code] node is going to autocalculate its length and bone angle using its first [code]Bone2D[/code] child node, if one exists. If there are no [code]Bone2D[/code] children, then it cannot autocalculate these values and will print a warning.
</description>
</method>
<method name="get_bone_angle" qualifiers="const">
<return type="float">
</return>
<description>
Returns the angle of the bone in the [code]Bone2D[/code] node.
[b]Note:[/b] This is different from the [code]Bone2D[/code]'s rotation. The bone angle is the rotation of the bone shown by the [code]Bone2D[/code] gizmo, and because [code]Bone2D[/code] bones are based on positions, this can vary from the actual rotation of the [code]Bone2D[/code] node.
</description>
</method>
<method name="get_default_length" qualifiers="const">
<return type="float">
</return>
<description>
Deprecated. Please use [code]get_length[/code] instead.
</description>
</method>
2018-05-12 07:38:00 +00:00
<method name="get_index_in_skeleton" qualifiers="const">
<return type="int">
</return>
<description>
2019-06-12 10:58:13 +00:00
Returns the node's index as part of the entire skeleton. See [Skeleton2D].
2018-05-12 07:38:00 +00:00
</description>
</method>
New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2020-08-03 18:02:24 +00:00
<method name="get_length" qualifiers="const">
<return type="float">
</return>
<description>
Returns the length of the bone in the [code]Bone2D[/code] node.
</description>
</method>
2018-05-12 07:38:00 +00:00
<method name="get_skeleton_rest" qualifiers="const">
<return type="Transform2D">
</return>
<description>
2019-06-12 10:58:13 +00:00
Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have a parent, or its rest pose relative to its parent.
2018-05-12 07:38:00 +00:00
</description>
</method>
New and improved IK system for Skeleton2D This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2020-08-03 18:02:24 +00:00
<method name="set_autocalculate_length_and_angle">
<return type="void">
</return>
<argument index="0" name="auto_calculate" type="bool">
</argument>
<description>
When set to [code]true[/code], the [code]Bone2D[/code] node will attempt to automatically calculate the bone angle and length using the first child [code]Bone2D[/code] node, if one exists. If none exist, the [code]Bone2D[/code] cannot automatically calculate these values and will print a warning.
</description>
</method>
<method name="set_bone_angle">
<return type="void">
</return>
<argument index="0" name="angle" type="float">
</argument>
<description>
Sets the bone angle for the [code]Bone2D[/code] node. This is typically set to the rotation from the [code]Bone2D[/code] node to a child [code]Bone2D[/code] node.
[b]Note:[/b] This is different from the [code]Bone2D[/code]'s rotation. The bone angle is the rotation of the bone shown by the [code]Bone2D[/code] gizmo, and because [code]Bone2D[/code] bones are based on positions, this can vary from the actual rotation of the [code]Bone2D[/code] node.
</description>
</method>
<method name="set_default_length">
<return type="void">
</return>
<argument index="0" name="default_length" type="float">
</argument>
<description>
Deprecated. Please use [code]set_length[/code] instead.
</description>
</method>
<method name="set_length">
<return type="void">
</return>
<argument index="0" name="length" type="float">
</argument>
<description>
Sets the length of the bone in the [code]Bone2D[/code] node.
</description>
</method>
2018-05-12 07:38:00 +00:00
</methods>
<members>
<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].
2018-05-12 07:38:00 +00:00
</member>
</members>
<constants>
</constants>
</class>