godot/doc/classes/Polygon2D.xml
Rémi Verschelde 1c1524a651
Bump version to 4.1-dev
Can't stop, won't stop, they said, huh?
2023-03-01 01:44:37 +01:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Polygon2D" inherits="Node2D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<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" />
<param index="0" name="path" type="NodePath" />
<param index="1" name="weights" type="PackedFloat32Array" />
<description>
Adds a bone with the specified [param path] and [param weights].
</description>
</method>
<method name="clear_bones">
<return type="void" />
<description>
Removes all bones from this [Polygon2D].
</description>
</method>
<method name="erase_bone">
<return type="void" />
<param index="0" name="index" type="int" />
<description>
Removes the specified bone from this [Polygon2D].
</description>
</method>
<method name="get_bone_count" qualifiers="const">
<return type="int" />
<description>
Returns the number of bones in this [Polygon2D].
</description>
</method>
<method name="get_bone_path" qualifiers="const">
<return type="NodePath" />
<param index="0" name="index" type="int" />
<description>
Returns the path to the node associated with the specified bone.
</description>
</method>
<method name="get_bone_weights" qualifiers="const">
<return type="PackedFloat32Array" />
<param index="0" name="index" type="int" />
<description>
Returns the height values of the specified bone.
</description>
</method>
<method name="set_bone_path">
<return type="void" />
<param index="0" name="index" type="int" />
<param index="1" name="path" type="NodePath" />
<description>
Sets the path to the node associated with the specified bone.
</description>
</method>
<method name="set_bone_weights">
<return type="void" />
<param index="0" name="index" type="int" />
<param index="1" name="weights" type="PackedFloat32Array" />
<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 [member invert_enabled] is set to [code]true[/code]. Setting this value too small may result in a "Bad Polygon" error.
</member>
<member name="invert_enabled" type="bool" setter="set_invert_enabled" getter="get_invert_enabled" default="false">
If [code]true[/code], the polygon will be inverted, containing the area outside the defined points and extending to the [member invert_border].
</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="[]">
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 [member polygon]. If empty, this property will be ignored, and the resulting single polygon will be composed of all points in [member polygon], using the order they are stored in.
</member>
<member name="skeleton" type="NodePath" setter="set_skeleton" getter="get_skeleton" default="NodePath(&quot;&quot;)">
</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" default="0.0">
The texture's rotation in radians.
</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>
</class>