<?xml version="1.0" encoding="UTF-8" ?>
<class name="Bone2D" inherits="Node2D" version="3.3">
	<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_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_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>
	</methods>
	<members>
		<member name="default_length" type="float" setter="set_default_length" getter="get_default_length" default="16.0">
			Length of the bone's representation drawn in the editor's viewport in pixels.
		</member>
		<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>
