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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
(cherry picked from commit 7adf4cc9b5)
45 lines
1.9 KiB
XML
45 lines
1.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Bone2D" inherits="Node2D" version="3.4">
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<brief_description>
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Joint used with [Skeleton2D] to control and animate other nodes.
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</brief_description>
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<description>
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Use a hierarchy of [code]Bone2D[/code] bound to a [Skeleton2D] to control, and animate other [Node2D] nodes.
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You can use [code]Bone2D[/code] and [code]Skeleton2D[/code] nodes to animate 2D meshes created with the Polygon 2D UV editor.
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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.
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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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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="apply_rest">
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<return type="void" />
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<description>
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Stores the node's current transforms in [member rest].
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</description>
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</method>
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<method name="get_index_in_skeleton" qualifiers="const">
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<return type="int" />
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<description>
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Returns the node's index as part of the entire skeleton. See [Skeleton2D].
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</description>
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</method>
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<method name="get_skeleton_rest" qualifiers="const">
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<return type="Transform2D" />
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<description>
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Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have a parent, or its rest pose relative to its parent.
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</description>
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</method>
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</methods>
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<members>
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<member name="default_length" type="float" setter="set_default_length" getter="get_default_length" default="16.0">
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Length of the bone's representation drawn in the editor's viewport in pixels.
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</member>
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<member name="rest" type="Transform2D" setter="set_rest" getter="get_rest" default="Transform2D( 0, 0, 0, 0, 0, 0 )">
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Rest transform of the bone. You can reset the node's transforms to this value using [method apply_rest].
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</member>
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</members>
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<constants>
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</constants>
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</class>
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