Documentation
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Overview ¶
Package Bone2D provides methods for working with Bone2D object instances.
Index ¶
- type Advanced
- type Any
- type Extension
- type ID
- 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() Angle.Radians
- func (self Instance) GetIndexInSkeleton() int
- func (self Instance) GetLength() Float.X
- func (self Instance) GetSkeletonRest() Transform2D.OriginXY
- func (self Instance) ID() ID
- func (self Instance) Rest() Transform2D.OriginXY
- func (self Instance) SetAutocalculateLengthAndAngle(auto_calculate bool)
- func (self Instance) SetBoneAngle(angle Angle.Radians)
- func (self Instance) SetLength(length Float.X)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- 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 Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
func (*Extension[T]) AsCanvasItem ¶
func (self *Extension[T]) AsCanvasItem() CanvasItem.Instance
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
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)