The current pose for a bone, before constraints are applied.
The current pose for a bone, before constraints are applied.
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 [method set_global_transform] and [method get_global_transform] to convert from and to Godot's Canvas coordinate system.
Transforms a point from world coordinates to the bone's local coordinates. The world coordinate space is equal to the SpineSprite coordinate space.
Transforms a point from world coordinates to the parent bone's local coordinates.
Transforms a point from the bone's local coordinates to world coordinates. The world coordinate space equals the coordinate space of the SpineSprite.
Transforms a point from the parent bone's coordinates to world coordinates.
Transforms a world rotation to a local rotation. The world coordinate space is equal to the SpineSprite coordinate space.
Transforms a local rotation to a world rotation. The world coordinate space equals the coordinate space of the SpineSprite.
Rotates the world transform the specified amount in degrees.
After changes are made to the world transform, update_local_transform should be called on the applied pose and update_world_transform will need to be called on any child bones, recursively.
Returns the bone's setup pose data.
Returns the parent bone, or null if this is the root bone.
Returns the immediate children of this bone. Modifications of the array have no effect.
Returns the local pose for this bone. The pose contains the local transform (position, rotation, scale, shear).
Returns the applied pose for this bone. The applied pose contains both the local transform and the world transform. The applied transform may differ from the pose if a constraint or application code modifies the world transform after it was computed from the local transform.
Returns false when the bone has not been computed because BoneData.skin_required is true and the active skin does not contain this bone.
Sets whether this bone is active. Inactive bones are not computed until they are active again.
Updates this bone. This is called internally when the skeleton's world transform is computed and should typically not be called directly. The physics parameter determines how physics are applied. See [enum SpineConstant.Physics].
Applies a world transform to this bone from a Node2D or Bone2D object.
Returns the bone transform as a Transform2D relative to the SpineSprite node representing the skeleton. Shear is not encoded in the transform.
Sets the bone transform to the Godot Transform2D relative to the SpineSprite.
Returns the bone transform as a Transform2D relative to Godot's global canvas coordinate space. Shear is not encoded in the transform.
Sets the bone's transform to the global Godot Transform2D.