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178 lines
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ReStructuredText
178 lines
10 KiB
ReStructuredText
:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Bone2D.xml.
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.. _class_Bone2D:
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Bone2D
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======
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**Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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Joint used with :ref:`Skeleton2D<class_Skeleton2D>` to control and animate other nodes.
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Description
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-----------
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Use a hierarchy of ``Bone2D`` bound to a :ref:`Skeleton2D<class_Skeleton2D>` to control, and animate other :ref:`Node2D<class_Node2D>` nodes.
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You can use ``Bone2D`` and ``Skeleton2D`` nodes to animate 2D meshes created with the Polygon 2D UV editor.
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Each bone has a :ref:`rest<class_Bone2D_property_rest>` transform that you can reset to with :ref:`apply_rest<class_Bone2D_method_apply_rest>`. These rest poses are relative to the bone's parent.
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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.
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Properties
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----------
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+---------------------------------------+-----------------------------------------+-----------------------------------+
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| :ref:`Transform2D<class_Transform2D>` | :ref:`rest<class_Bone2D_property_rest>` | ``Transform2D(0, 0, 0, 0, 0, 0)`` |
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+---------------------------------------+-----------------------------------------+-----------------------------------+
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Methods
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-------
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+---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`apply_rest<class_Bone2D_method_apply_rest>` **(** **)** |
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+---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_autocalculate_length_and_angle<class_Bone2D_method_get_autocalculate_length_and_angle>` **(** **)** |const| |
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+---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_bone_angle<class_Bone2D_method_get_bone_angle>` **(** **)** |const| |
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+---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_default_length<class_Bone2D_method_get_default_length>` **(** **)** |const| |
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+---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_index_in_skeleton<class_Bone2D_method_get_index_in_skeleton>` **(** **)** |const| |
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+---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_length<class_Bone2D_method_get_length>` **(** **)** |const| |
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+---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Transform2D<class_Transform2D>` | :ref:`get_skeleton_rest<class_Bone2D_method_get_skeleton_rest>` **(** **)** |const| |
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+---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_autocalculate_length_and_angle<class_Bone2D_method_set_autocalculate_length_and_angle>` **(** :ref:`bool<class_bool>` auto_calculate **)** |
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+---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_bone_angle<class_Bone2D_method_set_bone_angle>` **(** :ref:`float<class_float>` angle **)** |
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+---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_default_length<class_Bone2D_method_set_default_length>` **(** :ref:`float<class_float>` default_length **)** |
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+---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_length<class_Bone2D_method_set_length>` **(** :ref:`float<class_float>` length **)** |
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+---------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
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Property Descriptions
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---------------------
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.. _class_Bone2D_property_rest:
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- :ref:`Transform2D<class_Transform2D>` **rest**
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+-----------+-----------------------------------+
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| *Default* | ``Transform2D(0, 0, 0, 0, 0, 0)`` |
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+-----------+-----------------------------------+
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| *Setter* | set_rest(value) |
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+-----------+-----------------------------------+
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| *Getter* | get_rest() |
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+-----------+-----------------------------------+
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Rest transform of the bone. You can reset the node's transforms to this value using :ref:`apply_rest<class_Bone2D_method_apply_rest>`.
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Method Descriptions
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-------------------
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.. _class_Bone2D_method_apply_rest:
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- void **apply_rest** **(** **)**
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Stores the node's current transforms in :ref:`rest<class_Bone2D_property_rest>`.
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----
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.. _class_Bone2D_method_get_autocalculate_length_and_angle:
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- :ref:`bool<class_bool>` **get_autocalculate_length_and_angle** **(** **)** |const|
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Returns whether this ``Bone2D`` node is going to autocalculate its length and bone angle using its first ``Bone2D`` child node, if one exists. If there are no ``Bone2D`` children, then it cannot autocalculate these values and will print a warning.
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----
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.. _class_Bone2D_method_get_bone_angle:
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- :ref:`float<class_float>` **get_bone_angle** **(** **)** |const|
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Returns the angle of the bone in the ``Bone2D`` node.
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\ **Note:** This is different from the ``Bone2D``'s rotation. The bone angle is the rotation of the bone shown by the ``Bone2D`` gizmo, and because ``Bone2D`` bones are based on positions, this can vary from the actual rotation of the ``Bone2D`` node.
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----
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.. _class_Bone2D_method_get_default_length:
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- :ref:`float<class_float>` **get_default_length** **(** **)** |const|
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Deprecated. Please use ``get_length`` instead.
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----
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.. _class_Bone2D_method_get_index_in_skeleton:
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- :ref:`int<class_int>` **get_index_in_skeleton** **(** **)** |const|
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Returns the node's index as part of the entire skeleton. See :ref:`Skeleton2D<class_Skeleton2D>`.
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----
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.. _class_Bone2D_method_get_length:
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- :ref:`float<class_float>` **get_length** **(** **)** |const|
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Returns the length of the bone in the ``Bone2D`` node.
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----
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.. _class_Bone2D_method_get_skeleton_rest:
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- :ref:`Transform2D<class_Transform2D>` **get_skeleton_rest** **(** **)** |const|
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Returns the node's :ref:`rest<class_Bone2D_property_rest>` ``Transform2D`` if it doesn't have a parent, or its rest pose relative to its parent.
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----
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.. _class_Bone2D_method_set_autocalculate_length_and_angle:
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- void **set_autocalculate_length_and_angle** **(** :ref:`bool<class_bool>` auto_calculate **)**
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When set to ``true``, the ``Bone2D`` node will attempt to automatically calculate the bone angle and length using the first child ``Bone2D`` node, if one exists. If none exist, the ``Bone2D`` cannot automatically calculate these values and will print a warning.
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----
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.. _class_Bone2D_method_set_bone_angle:
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- void **set_bone_angle** **(** :ref:`float<class_float>` angle **)**
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Sets the bone angle for the ``Bone2D`` node. This is typically set to the rotation from the ``Bone2D`` node to a child ``Bone2D`` node.
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\ **Note:** This is different from the ``Bone2D``'s rotation. The bone angle is the rotation of the bone shown by the ``Bone2D`` gizmo, and because ``Bone2D`` bones are based on positions, this can vary from the actual rotation of the ``Bone2D`` node.
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----
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.. _class_Bone2D_method_set_default_length:
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- void **set_default_length** **(** :ref:`float<class_float>` default_length **)**
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Deprecated. Please use ``set_length`` instead.
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----
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.. _class_Bone2D_method_set_length:
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- void **set_length** **(** :ref:`float<class_float>` length **)**
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Sets the length of the bone in the ``Bone2D`` node.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
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.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
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.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
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