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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-06-14 15:37:51 +0200 |
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committer | GitHub <noreply@github.com> | 2019-06-14 15:37:51 +0200 |
commit | dfbca13eec66779ace13799279c7b97d6f036800 (patch) | |
tree | e7fede3786ba59c9986ff8def1a3658a65581739 /doc | |
parent | b412534e6f404dd4b0108a93915dbeada7d13a5c (diff) | |
parent | c12fc1ade19df44e8e379b2f6bc3cc9b4a2a92cd (diff) |
Merge pull request #29712 from GDquest/doc-bone2d
Add documentation for Bone2D
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/Bone2D.xml | 10 |
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> |