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/Godot 3.2

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, Godot 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

Default false
Setter set_antialiased(value)
Getter get_antialiased()

If true, polygon edges will be anti-aliased.

Array bones

Default [  ]

Color color

Default Color( 1, 1, 1, 1 )
Setter set_color(value)
Getter 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

Default 0
Setter set_internal_vertex_count(value)
Getter get_internal_vertex_count()

float invert_border

Default 100.0
Setter set_invert_border(value)
Getter 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

Default false
Setter set_invert(value)
Getter get_invert()

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

Vector2 offset

Default Vector2( 0, 0 )
Setter set_offset(value)
Getter get_offset()

The offset applied to each vertex.

PoolVector2Array polygon

Default PoolVector2Array(  )
Setter set_polygon(value)
Getter get_polygon()

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

Default [  ]
Setter set_polygons(value)
Getter get_polygons()

NodePath skeleton

Default NodePath("")
Setter set_skeleton(value)
Getter get_skeleton()

Texture texture

Setter set_texture(value)
Getter get_texture()

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

Vector2 texture_offset

Default Vector2( 0, 0 )
Setter set_texture_offset(value)
Getter 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

Setter set_texture_rotation(value)
Getter get_texture_rotation()

The texture's rotation in radians.

float texture_rotation_degrees

Default 0.0
Setter set_texture_rotation_degrees(value)
Getter get_texture_rotation_degrees()

The texture's rotation in degrees.

Vector2 texture_scale

Default Vector2( 1, 1 )
Setter set_texture_scale(value)
Getter get_texture_scale()

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

PoolVector2Array uv

Default PoolVector2Array(  )
Setter set_uv(value)
Getter get_uv()

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

Default PoolColorArray(  )
Setter set_vertex_colors(value)
Getter get_vertex_colors()

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.

© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_polygon2d.html