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

Transform2D

rest

Transform2D(0, 0, 0, 0, 0, 0)

Methods

void

apply_rest ( )

bool

get_autocalculate_length_and_angle ( ) const

float

get_bone_angle ( ) const

float

get_default_length ( ) const

int

get_index_in_skeleton ( ) const

float

get_length ( ) const

Transform2D

get_skeleton_rest ( ) const

void

set_autocalculate_length_and_angle ( bool auto_calculate )

void

set_bone_angle ( float angle )

void

set_default_length ( float default_length )

void

set_length ( float length )

Property Descriptions

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.


  • bool get_autocalculate_length_and_angle ( ) const

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.


  • float get_bone_angle ( ) const

Returns the angle of the bone in the Bone2D node.

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.


  • float get_default_length ( ) const

Deprecated. Please use get_length instead.


  • int get_index_in_skeleton ( ) const

Returns the node's index as part of the entire skeleton. See Skeleton2D.


  • float get_length ( ) const

Returns the length of the bone in the Bone2D node.


Returns the node's rest Transform2D if it doesn't have a parent, or its rest pose relative to its parent.


  • void set_autocalculate_length_and_angle ( bool auto_calculate )

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.


  • void set_bone_angle ( float angle )

Sets the bone angle for the Bone2D node. This is typically set to the rotation from the Bone2D node to a child Bone2D node.

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.


  • void set_default_length ( float default_length )

Deprecated. Please use set_length instead.


  • void set_length ( float length )

Sets the length of the bone in the Bone2D node.