Bone class
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.
- Inheritance
-
- Object
- PosedActive
- Bone
- Implemented types
Constructors
- Bone(BoneData data, Bone? parent)
-
parentMay be NULL.factory - Bone.from(Bone bone, Bone? parent)
-
Copy constructor. Does not copy the children bones.
factory
-
Bone.fromPointer(Pointer<
spine_bone_wrapper> _ptr)
Properties
- active ← bool
-
no getterinherited
- appliedPose → BonePose
-
no setter
- children → ArrayBone
-
The immediate children of this bone.
no setter
- data → BoneData
-
The constraint's setup pose data.
no setter
- hashCode → int
-
The hash code for this object.
no setterinherited
- isActive → bool
-
no setterinherited
- isPoseEqualToApplied → bool
-
no setteroverride
-
nativePtr
→ Pointer<
NativeType> -
Get the native pointer for FFI calls
no setteroverride
- parent → Bone?
-
The parent bone, or null if this is the root bone.
no setter
- pose → BoneLocal
-
no setter
- rtti → Rtti
-
no setteroverride
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
constrained(
) → void -
override
-
dispose(
) → void -
override
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
resetConstrained(
) → void -
override
-
toString(
) → String -
A string representation of this object.
inherited
-
update(
Skeleton skeleton, Physics physics) → void -
override
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited