/** * Use a hierarchy of `Bone2D` 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 Polygon 2D UV editor. * * Each bone has a [member rest] transform that you can reset to with [method 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. * */ declare class Bone2D extends Node2D { /** * Use a hierarchy of `Bone2D` 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 Polygon 2D UV editor. * * Each bone has a [member rest] transform that you can reset to with [method 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. * */ new(): Bone2D; static "new"(): Bone2D /** Length of the bone's representation drawn in the editor's viewport in pixels. */ default_length: float; /** Rest transform of the bone. You can reset the node's transforms to this value using [method apply_rest]. */ rest: Transform2D; /** Stores the node's current transforms in [member rest]. */ apply_rest(): void; /** Returns the node's index as part of the entire skeleton. See [Skeleton2D]. */ get_index_in_skeleton(): int; /** Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have a parent, or its rest pose relative to its parent. */ get_skeleton_rest(): Transform2D; connect>(signal: T, method: SignalFunction): number; }