Bone2D
Inherits: Node2D < CanvasItem < Node < Object
Joint used with Skeleton2D to control and animate other nodes.
Description
Use a hierarchy of Bone2D
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 Polygon 2D UV editor.
Each bone has a rest transform that you can reset to with 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.
Properties
float | default_length | 16.0 |
Transform2D | rest | Transform2D( 0, 0, 0, 0, 0, 0 ) |
Methods
void | apply_rest ( ) |
int | get_index_in_skeleton ( ) const |
Transform2D | get_skeleton_rest ( ) const |
Property Descriptions
float default_length
Default | 16.0 |
Setter | set_default_length(value) |
Getter | get_default_length() |
Length of the bone's representation drawn in the editor's viewport in pixels.
Transform2D rest
Default | Transform2D( 0, 0, 0, 0, 0, 0 ) |
Setter | set_rest(value) |
Getter | get_rest() |
Rest transform of the bone. You can reset the node's transforms to this value using apply_rest.
Method Descriptions
void apply_rest ( )
Stores the node's current transforms in rest.
int get_index_in_skeleton ( ) const
Returns the node's index as part of the entire skeleton. See Skeleton2D.
Transform2D get_skeleton_rest ( ) const
Returns the node's rest Transform2D
if it doesn't have a parent, or its rest pose relative to its parent.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_bone2d.html