Skeleton2D
The parent of a hierarchy of Bone2D
s, used to create a 2D skeletal animation.
class Skeleton2D
Skeleton2D
parents a hierarchy of Bone2D
nodes. It holds a reference to each Bone2D
’s rest pose and acts as a single point of access to its bones.
To set up different types of inverse kinematics for the given Skeleton2D, a SkeletonModificationStack2D
should be created. The inverse kinematics be applied by increasing modificationCount
and creating the desired number of modifications.
This object emits the following signals:
Superclasses
class Node2D
A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and Z index.
Citizens in SwiftGodot
Conformances
protocol CustomStringConvertible
A type with a customized textual representation.
protocol Equatable
A type that can be compared for value equality.
protocol Hashable
A type that can be hashed into a
Hasher
to produce an integer hash value.protocol Identifiable<ID>
A class of types whose instances hold the value of an entity with stable identity.
protocol VariantRepresentable
Types that conform to VariantRepresentable can be stored directly in
Variant
with no conversion. These include all of the Variant types from Godot (for exampleGString
,Rect
,Plane
), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.protocol VariantStorable
Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.
Type members
Instance members
var boneSetupChanged: SimpleSignal
Emitted when the
Bone2D
setup attached to this skeletons changes. This is primarily used internally within the skeleton.func executeModifications(delta: Double, executionMode: Int32
) Executes all the modifications on the
SkeletonModificationStack2D
, if the Skeleton2D has one assigned.func getBone(idx: Int32
) -> Bone2D? Returns a
Bone2D
from the node hierarchy parented by Skeleton2D. The object to return is identified by the parameteridx
. Bones are indexed by descending the node hierarchy from top to bottom, adding the children of each branch before moving to the next sibling.func getBoneCount(
) -> Int32 Returns the number of
Bone2D
nodes in the node hierarchy parented by Skeleton2D.func getBoneLocalPoseOverride(boneIdx: Int32
) -> Transform2D Returns the local pose override transform for
boneIdx
.func getModificationStack(
) -> SkeletonModificationStack2D? Returns the
SkeletonModificationStack2D
attached to this skeleton, if one exists.func getSkeleton(
) -> RID Returns the
RID
of a Skeleton2D instance.func setBoneLocalPoseOverride(boneIdx: Int32, overridePose: Transform2D, strength: Double, persistent: Bool
) Sets the local pose transform,
overridePose
, for the bone atboneIdx
.func setModificationStack(SkeletonModificationStack2D?
) Sets the
SkeletonModificationStack2D
attached to this skeleton.