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