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.
Properties
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Methods
void | add_bone(path: NodePath, weights: PackedFloat32Array) |
void | |
void | erase_bone(index: int) |
get_bone_count() const | |
get_bone_path(index: int) const | |
get_bone_weights(index: int) const | |
void | set_bone_path(index: int, path: NodePath) |
void | set_bone_weights(index: int, weights: PackedFloat32Array) |
Property Descriptions
If true
, polygon edges will be anti-aliased.
Internal list of Bone2D nodes used by the assigned skeleton. Edited using the Polygon2D editor (“UV” button on the top toolbar).
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
🔗
Number of internal vertices, used for UV mapping.
Added 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.
If true
, the polygon will be inverted, containing the area outside the defined points and extending to the invert_border.
Vector2 offset = Vector2(0, 0)
🔗
The offset applied to each vertex.
PackedVector2Array polygon = PackedVector2Array()
🔗
void set_polygon(value: PackedVector2Array)
PackedVector2Array get_polygon()
The polygon’s list of vertices. The final point will be connected to the first.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedVector2Array for more details.
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("")
🔗
Path to a Skeleton2D node used for skeleton-based deformations of this polygon. If empty or invalid, skeletal deformations will not be used.
The polygon’s fill texture. Use uv to set texture coordinates.
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
🔗
The texture’s rotation in radians.
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()
🔗
void set_uv(value: PackedVector2Array)
PackedVector2Array get_uv()
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)
.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedVector2Array for more details.
PackedColorArray vertex_colors = PackedColorArray()
🔗
void set_vertex_colors(value: PackedColorArray)
PackedColorArray 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.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedColorArray for more details.
Method Descriptions
void add_bone(path: NodePath, weights: PackedFloat32Array) 🔗
Adds a bone with the specified path
and weights
.
void clear_bones() 🔗
Removes all bones from this Polygon2D.
Removes the specified bone from this Polygon2D.
Returns the number of bones in this Polygon2D.
NodePath get_bone_path(index: int) const 🔗
Returns the path to the node associated with the specified bone.
PackedFloat32Array get_bone_weights(index: int) const 🔗
Returns the weight values of the specified bone.
void set_bone_path(index: int, path: NodePath) 🔗
Sets the path to the node associated with the specified bone.
void set_bone_weights(index: int, weights: PackedFloat32Array) 🔗
Sets the weight values for the specified bone.
User-contributed notes
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