A bone of a Spine skeleton, storing its current pose.
A bone of a Spine skeleton, storing its current pose.
A bone has a local transform which is used to compute its world transform. A bone also has an applied transform, which is a local transform that can be applied to compute the world transform. The local transform and applied transform may differ if a constraint or application code modifies the world transform after it was computed from the local transform.
The bone's world transform is relative to the skeleton's coordinate system origin. Use [code]set_global_transform()[/code] and [code]get_global_transform()[/code] to convert from and to Godot's Canvas coordinate system.
Part of the world transform matrix for the X axis. If changed, [code]update_applied_transform[/code] should be called.
The local scaleX.
The local scaleY.
The local shearX.
The local shearY.
The applied local x translation.
The applied local y translation.
The applied local rotation in degrees, counter clockwise.
Part of the world transform matrix for the Y axis. If changed, [code]update_applied_transform()[/code] should be called.
Part of the world transform matrix for the X axis. If changed, [code]update_applied_transform()[/code] should be called.
The immediate children of this bone. Modifications of the array have no effect.
Part of the world transform matrix for the Y axis. If changed, [code]update_applied_transform()[/code] should be called.
The bone's setup pose data.
Returns the bone transform as a [code]Transform2D[/code] relative to Godot's global canvas coordinate space. Shear is not encoded in the transform.
The parent bone, or null if this is the root bone.
The local rotation in degrees, counter clockwise.
The local scaleX.
The local scaleY.
The local shearX.
The local shearY.
Returns the bone transform as a [code]Transform2D[/code] relative to the [code]SpineSprite[/code] node representing the skeleton. Shear is not encoded in the transform.
The world rotation for the X axis in degrees, calculated using a and c of the transform. The rotation is relative to the [code]SpineSprite[/code].
The world rotation for the X axis in degrees, calculated using b and d of the transform. The rotation is relative to the [code]SpineSprite[/code].
The magnitude (always positive) of the world scale X, calculated using a and c. The scale is relative to the [code]SpineSprite[/code].
The magnitude (always positive) of the world scale X, calculated using b and d. The scale is relative to the [code]SpineSprite[/code].
Transforms a world rotation to a local rotation. The world coordinate system is equal to the [code]SpineSprite[/code] coordinate space.
Transforms a world rotation to a local rotation. The world coordinate system is equal to the [code]SpineSprite[/code] coordinate space.
The world X position. If changed, [code]update_applied_transform()[/code] should be called. The world coordinate system is equal to the [code]SpineSprite[/code] coordinate space.
The world Y position. If changed, [code]update_applied_transform()[/code] should be called. The world coordinate system is equal to the [code]SpineSprite[/code] coordinate space.
The local x translation.
The local y translation.
Returns false when the bone has not been computed because [code]BoneData.get_skin_required()[/code] is true and the active skin does not contain this bone.
Transforms a point from the bone's local coordinates to world coordinates. The world coordinate space equals the coordinate space of the [code]SpineSprite[/code].
Transforms a local rotation to a world rotation. The world coordinate space equals the coordinate space of the [code]SpineSprite[/code].
Rotates the world transform the specified amount.
After changes are made to the world transform, [code]update_applied_transform[/code] should be called and [code]update()[/code] will need to be called on any child bones, recursively.
Sets the bone's transform to the global Godot [code]Transform2D[/code].
Sets this bone's local transform to the setup pose.
Sets the bone transform to the Godot [code]Transform2D[/code].
Computes the world transform using the parent bone and this bone's local transform.
Transforms a point from world coordinates to the bone's local coordinates. The world coordinate space is equal to the [code]SpineSprite[/code] coordinate space.
Transforms a world rotation to a local rotation. The world coordinate space is equal to the [code]SpineSprite[/code] coordinate space.