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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