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Bone2D¶
Inherits: Node2D < CanvasItem < Node < Object
A joint used with Skeleton2D to control and animate other nodes.
Description¶
A hierarchy of Bone2Ds can be 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 Polygon2D 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¶
|
Methods¶
void |
apply_rest ( ) |
get_autocalculate_length_and_angle ( ) const |
|
get_bone_angle ( ) const |
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get_index_in_skeleton ( ) const |
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get_length ( ) const |
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get_skeleton_rest ( ) const |
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void |
set_autocalculate_length_and_angle ( bool auto_calculate ) |
void |
set_bone_angle ( float angle ) |
void |
set_length ( float length ) |
Property Descriptions¶
Transform2D rest = Transform2D(0, 0, 0, 0, 0, 0)
void set_rest ( Transform2D value )
Transform2D get_rest ( )
Rest transform of the bone. You can reset the node's transforms to this value using apply_rest.