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
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Methods
void | add_bone ( NodePath path, PoolRealArray weights ) |
void | clear_bones ( ) |
void | erase_bone ( int index ) |
get_bone_count ( ) const | |
get_bone_path ( int index ) const | |
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 |
|
Setter | set_antialiased(value) |
Getter | 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
Default |
|
- Color color
Default |
|
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 |
|
Setter | set_internal_vertex_count(value) |
Getter | get_internal_vertex_count() |
- float invert_border
Default |
|
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 |
|
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 |
|
Setter | set_offset(value) |
Getter | get_offset() |
The offset applied to each vertex.
- PoolVector2Array polygon
Default |
|
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 |
|
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 |
|
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 |
|
Setter | set_texture_rotation_degrees(value) |
Getter | get_texture_rotation_degrees() |
The texture’s rotation in degrees.
- Vector2 texture_scale
Default |
|
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.
Default |
|
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 |
|
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
.
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.
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.