<?xml version="1.0" encoding="UTF-8" ?> <class name="Bone2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <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 [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> <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 [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" /> <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" /> <description> Deprecated. Please use [code]get_length[/code] instead. </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 [code]Bone2D[/code] 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" /> <argument index="0" name="auto_calculate" type="bool" /> <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" /> <argument index="0" name="angle" type="float" /> <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" /> <argument index="0" name="default_length" type="float" /> <description> Deprecated. Please use [code]set_length[/code] instead. </description> </method> <method name="set_length"> <return type="void" /> <argument index="0" name="length" type="float" /> <description> Sets the length of the bone in the [code]Bone2D[/code] node. </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>