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

NameTypeDescription
antialiased[get, set] boolIf true, polygon edges will be anti-aliased.
bones[get, set] Array
color[get, set] ColorThe 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] doubleAdded padding applied to the bounding box when using invert. Setting this value too small may result in a "Bad Polygon" error.
invertEnable[get, set] boolIf true, polygon will be inverted, containing the area outside the defined points and extending to the invert_border.
offset[get, set] Vector2The 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] TextureThe polygon's fill texture. Use uv to set texture coordinates.
textureOffset[get, set] Vector2Amount 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] doubleThe texture's rotation in radians.
textureRotationDegrees[get, set] doubleThe texture's rotation in degrees.
textureScale[get, set] Vector2Amount 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.

Methods

NameDescription
_getBones
_setBones
_skeletonBoneSetupChanged
addBone
clearBones
eraseBone
getAntialiased
getBoneCount
getBonePath
getBoneWeights
getColor
getInternalVertexCount
getInvert
getInvertBorder
getOffset
getPolygon
getPolygons
getSkeleton
getTexture
getTextureOffset
getTextureRotation
getTextureRotationDegrees
getTextureScale
getUv
getVertexColors
setAntialiased
setBonePath
setBoneWeights
setColor
setInternalVertexCount
setInvert
setInvertBorder
setOffset
setPolygon
setPolygons
setSkeleton
setTexture
setTextureOffset
setTextureRotation
setTextureRotationDegrees
setTextureScale
setUv
setVertexColors