Polygon2D

继承: 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

方法

voidadd_bone ( path: NodePath, weights: PackedFloat32Array )
voidclear_bones ( )
voiderase_bone ( index: int )
intget_bone_count ( ) const1
NodePathget_bone_path ( index: int ) const1
PackedFloat32Arrayget_bone_weights ( index: int ) const1
voidset_bone_path ( index: int, path: NodePath )
voidset_bone_weights ( index: int, weights: PackedFloat32Array )

属性说明

bool antialiased = false

  • void set_antialiased ( value: bool )
  • bool get_antialiased ( )

If true, polygon edges will be anti-aliased.


Color color = Color(1, 1, 1, 1)

  • void set_color ( value: Color )
  • Color get_color ( )

The polygon's fill color. If texture is set, 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 ( value: int )
  • int get_internal_vertex_count ( )

Number of internal vertices, used for UV mapping.


float invert_border = 100.0

  • void set_invert_border ( value: float )
  • 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 ( value: bool )
  • 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: The returned array is copied and any changes to it will not update the original property value. See PackedVector2Array for more details.


Array polygons = []

  • void set_polygons ( value: Array )
  • 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 ( value: Vector2 )
  • Vector2 get_texture_offset ( )

Amount to offset the polygon's texture. If set to Vector2(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 ( value: float )
  • float get_texture_rotation ( )

The texture's rotation in radians.


Vector2 texture_scale = Vector2(1, 1)

  • void set_texture_scale ( value: Vector2 )
  • Vector2 get_texture_scale ( )

Amount to multiply the uv coordinates when using 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 value per polygon vertex. If there are fewer, undefined vertices will use Vector2(0, 0).

Note: The returned array is copied and any changes to it will not update the original property value. See PackedVector2Array for more details.


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.

Note: The returned array is copied and any changes to it will not update the original property value. See PackedColorArray for more details.


方法说明

void add_bone ( path: NodePath, weights: PackedFloat32Array )

Adds a bone with the specified path and weights.


void clear_bones ( )

Removes all bones from this Polygon2D.


void erase_bone ( index: int )

Removes the specified bone from this Polygon2D.


int get_bone_count ( ) const1

Returns the number of bones in this Polygon2D.


NodePath get_bone_path ( index: int ) const1

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


PackedFloat32Array get_bone_weights ( index: int ) const1

Returns the weight values of the specified bone.


void set_bone_path ( index: int, path: NodePath )

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


void set_bone_weights ( index: int, weights: PackedFloat32Array )

Sets the weight values for the specified bone.

2

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。