Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

Bone2D

Inherits: Node2D < CanvasItem < Node < Object

A joint used with Skeleton2D to control and animate other nodes.

Description

A hierarchy of Bone2Ds 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.

Properties

Transform2D

rest

Transform2D(0, 0, 0, 0, 0, 0)

Methods

void

apply_rest()

bool

get_autocalculate_length_and_angle() const

float

get_bone_angle() const

int

get_index_in_skeleton() const

float

get_length() const

Transform2D

get_skeleton_rest() const

void

set_autocalculate_length_and_angle(auto_calculate: bool)

void

set_bone_angle(angle: float)

void

set_length(length: float)


Property Descriptions

Transform2D rest = Transform2D(0, 0, 0, 0, 0, 0) 🔗

Rest transform of the bone. You can reset the node's transforms to this value using apply_rest.


Method Descriptions

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() const 🔗

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() const 🔗

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() const 🔗

Returns the node's index as part of the entire skeleton. See Skeleton2D.


float get_length() const 🔗

Returns the length of the bone in the Bone2D node.


Transform2D get_skeleton_rest() const 🔗

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.