Documentation ¶
Overview ¶
Package Bone2D provides methods for working with Bone2D object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) ApplyRest()
- func (self Instance) AsBone2D() Instance
- func (self Instance) AsCanvasItem() CanvasItem.Instance
- func (self Instance) AsNode() Node.Instance
- func (self Instance) AsNode2D() Node2D.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) GetAutocalculateLengthAndAngle() bool
- func (self Instance) GetBoneAngle() Float.X
- func (self Instance) GetIndexInSkeleton() int
- func (self Instance) GetLength() Float.X
- func (self Instance) GetSkeletonRest() Transform2D.OriginXY
- func (self Instance) Rest() Transform2D.OriginXY
- func (self Instance) SetAutocalculateLengthAndAngle(auto_calculate bool)
- func (self Instance) SetBoneAngle(angle Float.X)
- func (self Instance) SetLength(length Float.X)
- func (self Instance) SetRest(value Transform2D.OriginXY)
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Instance ¶
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 [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.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) ApplyRest ¶
func (self Instance) ApplyRest()
Resets the bone to the rest pose. This is equivalent to setting [member Node2D.transform] to [member rest].
func (Instance) AsCanvasItem ¶
func (self Instance) AsCanvasItem() CanvasItem.Instance
func (Instance) GetAutocalculateLengthAndAngle ¶
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.
func (Instance) GetBoneAngle ¶
Returns the angle of the bone in the [Bone2D]. [b]Note:[/b] 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 [member Node2D.transform].
func (Instance) GetIndexInSkeleton ¶
Returns the node's index as part of the entire skeleton. See [Skeleton2D].
func (Instance) GetSkeletonRest ¶
func (self Instance) GetSkeletonRest() Transform2D.OriginXY
Returns the node's [member rest] [Transform2D] if it doesn't have a parent, or its rest pose relative to its parent.
func (Instance) Rest ¶
func (self Instance) Rest() Transform2D.OriginXY
func (Instance) SetAutocalculateLengthAndAngle ¶
When set to [code]true[/code], 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.
func (Instance) SetBoneAngle ¶
Sets the bone angle for the [Bone2D]. This is typically set to the rotation from the [Bone2D] to a child [Bone2D] node. [b]Note:[/b] 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 [member Node2D.transform].
func (Instance) SetRest ¶
func (self Instance) SetRest(value Transform2D.OriginXY)