Polygon2D

Inherits: Node2D < CanvasItem < Node < Object

A 2D polygon.

Description

A Polygon2D is defined by a set of points. Each point is connected to the next, with the final point being connected to the first, resulting in a closed polygon. Polygon2Ds can be filled with color (solid or gradient) or filled with a given texture.

Note: By default, Redot can only draw up to 4,096 polygon points at a time. To increase this limit, open the Project Settings and increase ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb and ProjectSettings.rendering/limits/buffers/canvas_polygon_index_buffer_size_kb.

Properties

bool

antialiased

false

Array

bones

[  ]

Color

color

Color( 1, 1, 1, 1 )

int

internal_vertex_count

0

float

invert_border

100.0

bool

invert_enable

false

Vector2

offset

Vector2( 0, 0 )

PoolVector2Array

polygon

PoolVector2Array(  )

Array

polygons

[  ]

NodePath

skeleton

NodePath("")

Texture

texture

Vector2

texture_offset

Vector2( 0, 0 )

float

texture_rotation

float

texture_rotation_degrees

0.0

Vector2

texture_scale

Vector2( 1, 1 )

PoolVector2Array

uv

PoolVector2Array(  )

PoolColorArray

vertex_colors

PoolColorArray(  )

Methods

void

add_bone ( NodePath path, PoolRealArray weights )

void

clear_bones ( )

void

erase_bone ( int index )

int

get_bone_count ( ) const

NodePath

get_bone_path ( int index ) const

PoolRealArray

get_bone_weights ( int index ) const

void

set_bone_path ( int index, NodePath path )

void

set_bone_weights ( int index, PoolRealArray weights )


Property Descriptions

bool antialiased = false

  • void set_antialiased ( bool value )

  • bool get_antialiased ( )

If true, attempts to perform antialiasing for polygon edges by drawing a thin OpenGL smooth line on the edges.

Note: Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the Antialiased Line2D add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.


Array bones = [  ]

There is currently no description for this property. Please help us by contributing one!


Color color = Color( 1, 1, 1, 1 )

  • void set_color ( Color value )

  • Color get_color ( )

The polygon's fill color. If texture is defined, it will be multiplied by this color. It will also be the default color for vertices not set in vertex_colors.


int internal_vertex_count = 0

  • void set_internal_vertex_count ( int value )

  • int get_internal_vertex_count ( )

There is currently no description for this property. Please help us by contributing one!


float invert_border = 100.0

  • void set_invert_border ( float value )

  • float get_invert_border ( )

Added padding applied to the bounding box when using invert. Setting this value too small may result in a "Bad Polygon" error.


bool invert_enable = false

  • void set_invert ( bool value )

  • bool get_invert ( )

If true, polygon will be inverted, containing the area outside the defined points and extending to the invert_border.


Vector2 offset = Vector2( 0, 0 )

The offset applied to each vertex.


PoolVector2Array polygon = PoolVector2Array(  )

The polygon's list of vertices. The final point will be connected to the first.

Note: This returns a copy of the PoolVector2Array rather than a reference.


Array polygons = [  ]

  • void set_polygons ( Array value )

  • Array get_polygons ( )

The list of polygons, in case more than one is being represented. Every individual polygon is stored as a PoolIntArray where each int is an index to a point in polygon. If empty, this property will be ignored, and the resulting single polygon will be composed of all points in polygon, using the order they are stored in.


NodePath skeleton = NodePath("")

There is currently no description for this property. Please help us by contributing one!


Texture texture

The polygon's fill texture. Use uv to set texture coordinates.


Vector2 texture_offset = Vector2( 0, 0 )

  • void set_texture_offset ( Vector2 value )

  • Vector2 get_texture_offset ( )

Amount to offset the polygon's texture. If (0, 0) the texture's origin (its top-left corner) will be placed at the polygon's position.


float texture_rotation

  • void set_texture_rotation ( float value )

  • float get_texture_rotation ( )

The texture's rotation in radians.


float texture_rotation_degrees = 0.0

  • void set_texture_rotation_degrees ( float value )

  • float get_texture_rotation_degrees ( )

The texture's rotation in degrees.


Vector2 texture_scale = Vector2( 1, 1 )

  • void set_texture_scale ( Vector2 value )

  • Vector2 get_texture_scale ( )

Amount to multiply the uv coordinates when using a texture. Larger values make the texture smaller, and vice versa.


PoolVector2Array uv = PoolVector2Array(  )

Texture coordinates for each vertex of the polygon. There should be one uv per polygon vertex. If there are fewer, undefined vertices will use (0, 0).


PoolColorArray vertex_colors = PoolColorArray(  )

Color for each vertex. Colors are interpolated between vertices, resulting in smooth gradients. There should be one per polygon vertex. If there are fewer, undefined vertices will use color.


Method Descriptions

void add_bone ( NodePath path, PoolRealArray weights )

Adds a bone with the specified path and weights.


void clear_bones ( )

Removes all bones from this Polygon2D.


void erase_bone ( int index )

Removes the specified bone from this Polygon2D.


int get_bone_count ( ) const

Returns the number of bones in this Polygon2D.


NodePath get_bone_path ( int index ) const

Returns the path to the node associated with the specified bone.


PoolRealArray get_bone_weights ( int index ) const

Returns the height values of the specified bone.


void set_bone_path ( int index, NodePath path )

Sets the path to the node associated with the specified bone.


void set_bone_weights ( int index, PoolRealArray weights )

Sets the weight values for the specified bone.