Bone2D
继承: Node2D
< CanvasItem
< Node
< Object
A joint used with Skeleton2D
to control and animate other nodes.
描述
A hierarchy of Bone2D s 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.
属性
方法
void | apply_rest ( ) |
bool | get_autocalculate_length_and_angle ( ) const1 |
float | get_bone_angle ( ) const1 |
int | get_index_in_skeleton ( ) const1 |
float | get_length ( ) const1 |
Transform2D | get_skeleton_rest ( ) const1 |
void | set_autocalculate_length_and_angle ( auto_calculate: bool ) |
void | set_bone_angle ( angle: float ) |
void | set_length ( length: float ) |
属性说明
Transform2D
rest = Transform2D(0, 0, 0, 0, 0, 0)
void
set_rest ( value:Transform2D
)Transform2D
get_rest ( )
Rest transform of the bone. You can reset the node's transforms to this value using apply_rest
.
方法说明
void
apply_rest ( )
Resets the bone to the rest pose. This is equivalent to setting Node2D.transform
to rest
.
bool
get_autocalculate_length_and_angle ( ) const1
Returns whether this Bone2D 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 ( ) const1
Returns the angle of the bone in the Bone2D.
Note: This is different from the Bone2D's rotation. The bone's angle is the rotation of the bone shown by the gizmo, which is unaffected by the Bone2D's Node2D.transform
.
int
get_index_in_skeleton ( ) const1
Returns the node's index as part of the entire skeleton. See Skeleton2D
.
Returns the length of the bone in the Bone2D node.
Transform2D
get_skeleton_rest ( ) const1
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 ( auto_calculate: bool
)
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 ( angle: float
)
Sets the bone angle for the Bone2D. This is typically set to the rotation from the Bone2D to a child Bone2D node.
Note: This is different from the Bone2D's rotation. The bone's angle is the rotation of the bone shown by the gizmo, which is unaffected by the Bone2D's Node2D.transform
.
void
set_length ( length: float
)
Sets the length of the bone in the Bone2D.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。