Struct Polygon2D
A 2D polygon.
struct Polygon2D
;
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
| Name | Type | Description |
|---|---|---|
antialiased[get, set]
|
bool | If true, polygon edges will be anti-aliased.
|
bones[get, set]
|
Array | |
color[get, set]
|
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.
|
internalVertexCount[get, set]
|
long | |
invertBorder[get, set]
|
double | Added padding applied to the bounding box when using invert. Setting this value too small may result in a "Bad Polygon" error.
|
invertEnable[get, set]
|
bool | If true, polygon will be inverted, containing the area outside the defined points and extending to the invert_border.
|
offset[get, set]
|
Vector2 | The offset applied to each vertex. |
polygon[get, set]
|
PoolArray!(godot.core.vector2.Vector2) | 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.
|
polygons[get, set]
|
Array | |
skeleton[get, set]
|
NodePath | |
texture[get, set]
|
Texture | The polygon's fill texture. Use uv to set texture coordinates.
|
textureOffset[get, set]
|
Vector2 | 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.
|
textureRotation[get, set]
|
double | The texture's rotation in radians. |
textureRotationDegrees[get, set]
|
double | The texture's rotation in degrees. |
textureScale[get, set]
|
Vector2 | Amount to multiply the uv coordinates when using a texture. Larger values make the texture smaller, and vice versa.
|
uv[get, set]
|
PoolArray!(godot.core.vector2.Vector2) | 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).
|
vertexColors[get, set]
|
PoolArray!(godot.core.color.Color) | 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.
|