From 040e1dd411de83a4b9abdbbcb46f5e0bf567989e Mon Sep 17 00:00:00 2001 From: Nathan Lovato Date: Wed, 12 Jun 2019 19:58:13 +0900 Subject: [PATCH] Add documentation for Bone2D (cherry picked from commit c12fc1ade19df44e8e379b2f6bc3cc9b4a2a92cd) --- doc/classes/Bone2D.xml | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/doc/classes/Bone2D.xml b/doc/classes/Bone2D.xml index d0588011e4f..2ba3a8a9c34 100644 --- a/doc/classes/Bone2D.xml +++ b/doc/classes/Bone2D.xml @@ -1,8 +1,13 @@ + Joint used with [Skeleton2D] to control and animate other nodes. + Use a hierarchy of [code]Bone2D[/code] bound to a [Skeleton2D] to control, and animate other [class 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. @@ -11,25 +16,30 @@ + Stores the node's current transforms in [member rest]. + Returns the node's index as part of the entire skeleton. See [Skeleton2D]. + Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have a parent, or its rest pose relative to its parent. + Length of the bone's representation drawn in the editor's viewport in pixels. + Rest transform of the bone. You can reset the node's transforms to this value using [member apply_rest].