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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-06-14 15:37:51 +0200
committerGitHub <noreply@github.com>2019-06-14 15:37:51 +0200
commitdfbca13eec66779ace13799279c7b97d6f036800 (patch)
treee7fede3786ba59c9986ff8def1a3658a65581739 /doc
parentb412534e6f404dd4b0108a93915dbeada7d13a5c (diff)
parentc12fc1ade19df44e8e379b2f6bc3cc9b4a2a92cd (diff)
Merge pull request #29712 from GDquest/doc-bone2d
Add documentation for Bone2D
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/Bone2D.xml10
1 files changed, 10 insertions, 0 deletions
diff --git a/doc/classes/Bone2D.xml b/doc/classes/Bone2D.xml
index 59f7bec889..206853fe5f 100644
--- a/doc/classes/Bone2D.xml
+++ b/doc/classes/Bone2D.xml
@@ -1,8 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Bone2D" inherits="Node2D" category="Core" version="3.2">
<brief_description>
+ Joint used with [Skeleton2D] to control and animate other nodes.
</brief_description>
<description>
+ 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.
</description>
<tutorials>
</tutorials>
@@ -11,25 +16,30 @@
<return type="void">
</return>
<description>
+ Stores the node's current transforms in [member rest].
</description>
</method>
<method name="get_index_in_skeleton" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns the node's index as part of the entire skeleton. See [Skeleton2D].
</description>
</method>
<method name="get_skeleton_rest" qualifiers="const">
<return type="Transform2D">
</return>
<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>
</methods>
<members>
<member name="default_length" type="float" setter="set_default_length" getter="get_default_length">
+ Length of the bone's representation drawn in the editor's viewport in pixels.
</member>
<member name="rest" type="Transform2D" setter="set_rest" getter="get_rest">
+ Rest transform of the bone. You can reset the node's transforms to this value using [member apply_rest].
</member>
</members>
<constants>