summaryrefslogtreecommitdiff
path: root/doc/classes/Bone2D.xml
blob: f9f3ea21f17c48818ce8452820f7ef36e3831bac (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Bone2D" inherits="Node2D" version="4.0">
	<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>
	<constants>
	</constants>
</class>