godot/doc/classes/Bone2D.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Bone2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A joint used with [Skeleton2D] to control and animate other nodes.
</brief_description>
<description>
A hierarchy of [Bone2D]s can be bound to a [Skeleton2D] to control and animate other [Node2D] nodes.
You can use [Bone2D] and [Skeleton2D] nodes to animate 2D meshes created with the [Polygon2D] 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.
</description>
<tutorials>
</tutorials>
<methods>
<method name="apply_rest">
<return type="void" />
<description>
Stores the node's current transforms in [member rest].
</description>
</method>
<method name="get_autocalculate_length_and_angle" qualifiers="const">
<return type="bool" />
<description>
Returns whether this [Bone2D] is going to autocalculate its length and bone angle using its first [Bone2D] child node, if one exists. If there are no [Bone2D] children, then it cannot autocalculate these values and will print a warning.
</description>
</method>
<method name="get_bone_angle" qualifiers="const">
<return type="float" />
<description>
Returns the angle of the bone in the [Bone2D].
[b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle is the rotation of the bone shown by the gizmo, which is unaffected by the [Bone2D]'s [member Node2D.transform].
</description>
</method>
<method name="get_index_in_skeleton" qualifiers="const">
<return type="int" />
<description>
Returns the node's index as part of the entire skeleton. See [Skeleton2D].
</description>
</method>
<method name="get_length" qualifiers="const">
<return type="float" />
<description>
Returns the length of the bone in the [Bone2D] node.
</description>
</method>
<method name="get_skeleton_rest" qualifiers="const">
<return type="Transform2D" />
<description>
Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have a parent, or its rest pose relative to its parent.
</description>
</method>
<method name="set_autocalculate_length_and_angle">
<return type="void" />
<param index="0" name="auto_calculate" type="bool" />
<description>
When set to [code]true[/code], the [Bone2D] node will attempt to automatically calculate the bone angle and length using the first child [Bone2D] node, if one exists. If none exist, the [Bone2D] cannot automatically calculate these values and will print a warning.
</description>
</method>
<method name="set_bone_angle">
<return type="void" />
<param index="0" name="angle" type="float" />
<description>
Sets the bone angle for the [Bone2D]. This is typically set to the rotation from the [Bone2D] to a child [Bone2D] node.
[b]Note:[/b] [b]Note:[/b] This is different from the [Bone2D]'s rotation. The bone's angle is the rotation of the bone shown by the gizmo, which is unaffected by the [Bone2D]'s [member Node2D.transform].
</description>
</method>
<method name="set_length">
<return type="void" />
<param index="0" name="length" type="float" />
<description>
Sets the length of the bone in the [Bone2D].
</description>
</method>
</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].
</member>
</members>
</class>