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Polygon2D

Inherits: Node2D < CanvasItem < Node < Object

A 2D polygon.

描述

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.

属性

bool

antialiased

false

Array

bones

[]

Color

color

Color(1, 1, 1, 1)

int

internal_vertex_count

0

float

invert_border

100.0

bool

invert_enabled

false

Vector2

offset

Vector2(0, 0)

PackedVector2Array

polygon

PackedVector2Array()

Array

polygons

[]

NodePath

skeleton

NodePath("")

Texture2D

texture

Vector2

texture_offset

Vector2(0, 0)

float

texture_rotation

0.0

Vector2

texture_scale

Vector2(1, 1)

PackedVector2Array

uv

PackedVector2Array()

PackedColorArray

vertex_colors

PackedColorArray()

Methods

void

add_bone ( NodePath path, PackedFloat32Array weights )

void

clear_bones ( )

void

erase_bone ( int index )

int

get_bone_count ( ) const

NodePath

get_bone_path ( int index ) const

PackedFloat32Array

get_bone_weights ( int index ) const

void

set_bone_path ( int index, NodePath path )

void

set_bone_weights ( int index, PackedFloat32Array weights )


Property Descriptions

bool antialiased = false

  • void set_antialiased ( bool value )

  • bool get_antialiased ( )

If true, polygon edges will be anti-aliased.


Array bones = []

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)

  • void set_color ( Color value )

  • Color 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 = 0

  • void set_internal_vertex_count ( int value )

  • int get_internal_vertex_count ( )

Number of internal vertices, used for UV mapping.


float invert_border = 100.0

  • void set_invert_border ( float value )

  • float get_invert_border ( )

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.


bool invert_enabled = false

  • void set_invert_enabled ( bool value )

  • bool get_invert_enabled ( )

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()

The polygon's list of vertices. The final point will be connected to the first.

Note: This returns a copy of the PackedVector2Array rather than a reference.


Array polygons = []

  • void set_polygons ( Array value )

  • Array get_polygons ( )

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.


Texture2D texture

The polygon's fill texture. Use uv to set texture coordinates.


Vector2 texture_offset = Vector2(0, 0)

  • void set_texture_offset ( Vector2 value )

  • Vector2 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 = 0.0

  • void set_texture_rotation ( float value )

  • float get_texture_rotation ( )

The texture's rotation in radians.


Vector2 texture_scale = Vector2(1, 1)

  • void set_texture_scale ( Vector2 value )

  • Vector2 get_texture_scale ( )

Amount to multiply the uv coordinates when using a texture. Larger values make the texture smaller, and vice versa.


PackedVector2Array uv = PackedVector2Array()

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).


PackedColorArray vertex_colors = 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 color.


Method Descriptions

void add_bone ( NodePath path, PackedFloat32Array 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.


PackedFloat32Array get_bone_weights ( int index ) const

Returns the weight 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, PackedFloat32Array weights )

Sets the weight values for the specified bone.