Polygon2D

    A 2D polygon.

    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 and ProjectSettings.rendering/limits/buffers/canvas_polygon_index_buffer_size_kb.

    void

    ( NodePath path, weights )

    void

    clear_bones ( )

    void

    ( int index )

    get_bone_count ( ) const

    PoolRealArray

    ( int index ) const

    void

    ( int index, path )

    void

    set_bone_weights ( index, PoolRealArray weights )

    Default

    false

    Setter

    set_antialiased(value)

    Getter

    get_antialiased()

    If , attempts to perform antialiasing for polygon edges by drawing a thin OpenGL smooth line on the edges.

    Note: Due to how it works, built-in antialiasing will not look correct for translucent polygons and may not work on certain platforms. As a workaround, install the add-on then create an AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps to perform antialiasing.


    Default

    [  ]


    • 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()


    Added padding applied to the bounding box when using invert. Setting this value too small may result in a “Bad Polygon” error.


    • 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.


    Default

    Vector2( 0, 0 )

    Setter

    set_offset(value)

    Getter

    get_offset()

    The offset applied to each vertex.


    • 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.


    • polygons

    Default

    [  ]

    Setter

    Getter

    get_polygons()


    Default

    NodePath(“”)

    Setter

    set_skeleton(value)

    Getter

    get_skeleton()


    • texture

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


    Default

    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.


    • 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.


    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.


    • 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).


    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.

    • void add_bone ( NodePath path, 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 .


    • get_bone_count ( ) const

    Returns the number of bones in this Polygon2D.


    Returns the path to the node associated with the specified bone.


    Returns the height values of the specified bone.


    • void set_bone_path ( int index, path )

    Sets the path to the node associated with the specified bone.


    Sets the weight values for the specified bone.