<?xml version="1.0" encoding="UTF-8" ?> <class name="Polygon2D" inherits="Node2D" version="4.0"> <brief_description> A 2D polygon. </brief_description> <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. </description> <tutorials> </tutorials> <methods> <method name="add_bone"> <return type="void"> </return> <argument index="0" name="path" type="NodePath"> </argument> <argument index="1" name="weights" type="PackedFloat32Array"> </argument> <description> Adds a bone with the specified [code]path[/code] and [code]weights[/code]. </description> </method> <method name="clear_bones"> <return type="void"> </return> <description> Removes all bones from this [Polygon2D]. </description> </method> <method name="erase_bone"> <return type="void"> </return> <argument index="0" name="index" type="int"> </argument> <description> Removes the specified bone from this [Polygon2D]. </description> </method> <method name="get_bone_count" qualifiers="const"> <return type="int"> </return> <description> Returns the number of bones in this [Polygon2D]. </description> </method> <method name="get_bone_path" qualifiers="const"> <return type="NodePath"> </return> <argument index="0" name="index" type="int"> </argument> <description> Returns the path to the node associated with the specified bone. </description> </method> <method name="get_bone_weights" qualifiers="const"> <return type="PackedFloat32Array"> </return> <argument index="0" name="index" type="int"> </argument> <description> Returns the height values of the specified bone. </description> </method> <method name="set_bone_path"> <return type="void"> </return> <argument index="0" name="index" type="int"> </argument> <argument index="1" name="path" type="NodePath"> </argument> <description> Sets the path to the node associated with the specified bone. </description> </method> <method name="set_bone_weights"> <return type="void"> </return> <argument index="0" name="index" type="int"> </argument> <argument index="1" name="weights" type="PackedFloat32Array"> </argument> <description> Sets the weight values for the specified bone. </description> </method> </methods> <members> <member name="antialiased" type="bool" setter="set_antialiased" getter="get_antialiased" default="false"> If [code]true[/code], polygon edges will be anti-aliased. </member> <member name="bones" type="Array" setter="_set_bones" getter="_get_bones" default="[ ]"> </member> <member name="color" type="Color" setter="set_color" getter="get_color" default="Color( 1, 1, 1, 1 )"> The polygon's fill color. If [code]texture[/code] is defined, it will be multiplied by this color. It will also be the default color for vertices not set in [code]vertex_colors[/code]. </member> <member name="internal_vertex_count" type="int" setter="set_internal_vertex_count" getter="get_internal_vertex_count" default="0"> </member> <member name="invert_border" type="float" setter="set_invert_border" getter="get_invert_border" default="100.0"> Added padding applied to the bounding box when using [code]invert[/code]. Setting this value too small may result in a "Bad Polygon" error. </member> <member name="invert_enable" type="bool" setter="set_invert" getter="get_invert" default="false"> If [code]true[/code], polygon will be inverted, containing the area outside the defined points and extending to the [code]invert_border[/code]. </member> <member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map"> The normal map gives depth to the Polygon2D. [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. </member> <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )"> The offset applied to each vertex. </member> <member name="polygon" type="PackedVector2Array" setter="set_polygon" getter="get_polygon" default="PackedVector2Array( )"> The polygon's list of vertices. The final point will be connected to the first. [b]Note:[/b] This returns a copy of the [PackedVector2Array] rather than a reference. </member> <member name="polygons" type="Array" setter="set_polygons" getter="get_polygons" default="[ ]"> </member> <member name="shininess" type="float" setter="set_shininess" getter="get_shininess" default="1.0"> </member> <member name="skeleton" type="NodePath" setter="set_skeleton" getter="get_skeleton" default="NodePath("")"> </member> <member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color( 1, 1, 1, 1 )"> </member> <member name="specular_map" type="Texture2D" setter="set_specular_map" getter="get_specular_map"> </member> <member name="texture" type="Texture2D" setter="set_texture" getter="get_texture"> The polygon's fill texture. Use [code]uv[/code] to set texture coordinates. </member> <member name="texture_offset" type="Vector2" setter="set_texture_offset" getter="get_texture_offset" default="Vector2( 0, 0 )"> Amount to offset the polygon's [code]texture[/code]. If [code](0, 0)[/code] the texture's origin (its top-left corner) will be placed at the polygon's [code]position[/code]. </member> <member name="texture_rotation" type="float" setter="set_texture_rotation" getter="get_texture_rotation"> The texture's rotation in radians. </member> <member name="texture_rotation_degrees" type="float" setter="set_texture_rotation_degrees" getter="get_texture_rotation_degrees" default="0.0"> The texture's rotation in degrees. </member> <member name="texture_scale" type="Vector2" setter="set_texture_scale" getter="get_texture_scale" default="Vector2( 1, 1 )"> Amount to multiply the [code]uv[/code] coordinates when using a [code]texture[/code]. Larger values make the texture smaller, and vice versa. </member> <member name="uv" type="PackedVector2Array" setter="set_uv" getter="get_uv" default="PackedVector2Array( )"> Texture coordinates for each vertex of the polygon. There should be one [code]uv[/code] per polygon vertex. If there are fewer, undefined vertices will use [code](0, 0)[/code]. </member> <member name="vertex_colors" type="PackedColorArray" setter="set_vertex_colors" getter="get_vertex_colors" default="PackedColorArray( )"> 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 [code]color[/code]. </member> </members> <constants> </constants> </class>