Struct Bone2D
Joint used with Skeleton2D
to control and animate other nodes.
struct Bone2D
;
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 applyRest
. 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
Name | Type | Description |
---|---|---|
defaultLength [get, set]
|
double | Length of the bone's representation drawn in the editor's viewport in pixels. |
rest [get, set]
|
Transform2D | Rest transform of the bone. You can reset the node's transforms to this value using applyRest .
|
Methods
Name | Description |
---|---|
applyRest
|
Stores the node's current transforms in rest .
|
getDefaultLength
|
|
getIndexInSkeleton
|
Returns the node's index as part of the entire skeleton. See Skeleton2D .
|
getRest
|
|
getSkeletonRest
|
Returns the node's rest Transform2D if it doesn't have a parent, or its rest pose relative to its parent.
|
setDefaultLength
|
|
setRest
|