Bone Type
Stores a bone's 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.
Constructors
Constructor | Description |
|
|
|
|
Instance members
Instance member | Description |
Full Usage:
this.A
|
Part of the world transform matrix for the X axis. If changed, Bone.UpdateAppliedTransform should be called. |
Full Usage:
this.AScaleX
|
The applied local scaleX. |
Full Usage:
this.AScaleY
|
The applied local scaleY. |
Full Usage:
this.AShearX
|
The applied local shearX. |
Full Usage:
this.AShearY
|
The applied local shearY. |
Full Usage:
this.AX
|
The applied local x translation. |
Full Usage:
this.AY
|
The applied local y translation. |
Full Usage:
this.Active
Returns: bool
Modifiers: abstract |
|
Full Usage:
this.AppliedRotation
|
The rotation, as calculated by any constraints. |
Full Usage:
this.B
|
Part of the world transform matrix for the Y axis. If changed, Bone.UpdateAppliedTransform should be called. |
Full Usage:
this.C
|
Part of the world transform matrix for the X axis. If changed, Bone.UpdateAppliedTransform should be called. |
|
|
Full Usage:
this.D
|
Part of the world transform matrix for the Y axis. If changed, Bone.UpdateAppliedTransform should be called. |
|
|
Full Usage:
this.Inherit
|
Controls how parent world transforms affect this bone. |
Full Usage:
this.LocalToWorld
Parameters:
float32
localY : float32
worldX : byref<float32>
worldY : byref<float32>
|
Transforms a point from the bone's local coordinates to world coordinates.
|
Full Usage:
this.LocalToWorldRotation
Parameters:
float32
Returns: float32
|
Transforms a local rotation to a world rotation.
|
|
|
Full Usage:
this.ParentToWorld
Parameters:
float32
parentY : float32
worldX : byref<float32>
worldY : byref<float32>
|
Transforms a point from the parent bone's coordinates to world coordinates.
|
Full Usage:
this.RotateWorld
Parameters:
float32
|
Rotates the world transform the specified amount. After changes are made to the world transform, Bone.UpdateAppliedTransform should be called and Bone.Update will need to be called on any child bones, recursively.
|
Full Usage:
this.Rotation
|
The local rotation. |
Full Usage:
this.ScaleX
|
The local scaleX. |
Full Usage:
this.ScaleY
|
The local scaleY. |
Full Usage:
this.SetToSetupPose
|
Sets this bone's local transform to the setup pose. |
Full Usage:
this.ShearX
|
The local shearX. |
Full Usage:
this.ShearY
|
The local shearY. |
|
|
Full Usage:
this.ToString
Returns: string
Modifiers: abstract |
|
|
Computes the world transform using the parent bone and this bone's local applied transform.
|
Full Usage:
this.UpdateAppliedTransform
|
Computes the applied transform values from the world transform. If the world transform is modified (by a constraint, Bone.RotateWorld, etc) then this method should be called so the applied transform matches the world transform. The applied transform may be needed by other code (eg to apply another constraint). Some information is ambiguous in the world transform, such as -1,-1 scale versus 180 rotation. The applied transform after calling this method is equivalent to the local transform used to compute the world transform, but may not be identical. |
Full Usage:
this.UpdateWorldTransform
|
Computes the world transform using the parent bone and this bone's local transform. |
Full Usage:
this.UpdateWorldTransform
Parameters:
float32
y : float32
rotation : float32
scaleX : float32
scaleY : float32
shearX : float32
shearY : float32
|
Computes the world transform using the parent bone and the specified local transform. The applied transform is set to the specified local transform. Child bones are not updated. See World transforms in the Spine Runtimes Guide.
|
Full Usage:
this.WorldRotationX
Returns: float32
|
|
Full Usage:
this.WorldRotationY
Returns: float32
|
|
Full Usage:
this.WorldScaleX
Returns: float32
|
Returns the magnitide (always positive) of the world scale X.
|
Full Usage:
this.WorldScaleY
Returns: float32
|
Returns the magnitide (always positive) of the world scale Y.
|
Full Usage:
this.WorldToLocal
Parameters:
float32
worldY : float32
localX : byref<float32>
localY : byref<float32>
|
Transforms a point from world coordinates to the bone's local coordinates.
|
Full Usage:
this.WorldToLocalRotation
Parameters:
float32
Returns: float32
|
Transforms a world rotation to a local rotation.
|
Full Usage:
this.WorldToParent
Parameters:
float32
worldY : float32
parentX : byref<float32>
parentY : byref<float32>
|
Transforms a point from world coordinates to the parent bone's local coordinates.
|
Full Usage:
this.WorldX
|
|
Full Usage:
this.WorldY
|
|
Full Usage:
this.X
|
The local X translation. |
Full Usage:
this.Y
|
The local Y translation. |