Class reference
Polygon2D
Inherits Node2D
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.
Properties
bool antialiased = false
bool antialiased = falseIf true, polygon edges will be anti-aliased.
Color color = Color(1, 1, 1, 1)
Color color = Color(1, 1, 1, 1)The polygon's fill color. If texture is set, 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
int internal_vertex_count = 0Number of internal vertices, used for UV mapping.
float invert_border = 100.0
float invert_border = 100.0Added padding applied to the bounding box when invert_enabled is set to true. Setting this value too small may result in a "Bad Polygon" error.
bool invert_enabled = false
bool invert_enabled = falseIf true, the polygon will be inverted, containing the area outside the defined points and extending to the invert_border.
Vector2 offset = Vector2(0, 0)
Vector2 offset = Vector2(0, 0)The offset applied to each vertex.
PackedVector2Array polygon = PackedVector2Array()
PackedVector2Array polygon = PackedVector2Array()The polygon's list of vertices. The final point will be connected to the first.
Array polygons = []
Array polygons = []The list of polygons, in case more than one is being represented. Every individual polygon is stored as a PackedInt32Array 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("")
NodePath skeleton = NodePath("")Path to a Skeleton2D node used for skeleton-based deformations of this polygon. If empty or invalid, skeletal deformations will not be used.
Texture2D texture
Texture2D textureThe polygon's fill texture. Use uv to set texture coordinates.
Vector2 texture_offset = Vector2(0, 0)
Vector2 texture_offset = Vector2(0, 0)Amount to offset the polygon's texture. If set to Vector2(0, 0), the texture's origin (its top-left corner) will be placed at the polygon's position.
float texture_rotation = 0.0
float texture_rotation = 0.0The texture's rotation in radians.
Vector2 texture_scale = Vector2(1, 1)
Vector2 texture_scale = Vector2(1, 1)Amount to multiply the uv coordinates when using texture. Larger values make the texture smaller, and vice versa.
PackedVector2Array uv = PackedVector2Array()
PackedVector2Array uv = PackedVector2Array()Texture coordinates for each vertex of the polygon. There should be one UV value per polygon vertex. If there are fewer, undefined vertices will use Vector2(0, 0).
PackedColorArray vertex_colors = PackedColorArray()
PackedColorArray vertex_colors = PackedColorArray()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.
Methods
void add_bone(NodePath path, PackedFloat32Array weights)
NodePath path, PackedFloat32Array weights)Adds a bone with the specified path and weights.
void clear_bones()
Removes all bones from this Polygon2D.
void erase_bone(int index)
int index)Removes the specified bone from this Polygon2D.
int get_bone_count() const
int get_bone_count() constReturns the number of bones in this Polygon2D.
NodePath get_bone_path(int index) const
NodePath get_bone_path(int index) constReturns the path to the node associated with the specified bone.
PackedFloat32Array get_bone_weights(int index) const
PackedFloat32Array get_bone_weights(int index) constReturns the weight values of the specified bone.
void set_bone_path(int index, NodePath path)
int index, NodePath path)Sets the path to the node associated with the specified bone.
void set_bone_weights(int index, PackedFloat32Array weights)
int index, PackedFloat32Array weights)Sets the weight values for the specified bone.