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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Polygon2D" inherits= "Node2D" version= "4.0" >
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<brief_description >
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A 2D polygon.
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</brief_description>
<description >
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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.
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</description>
<tutorials >
</tutorials>
<methods >
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<method name= "add_bone" >
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<return type= "void" />
<argument index= "0" name= "path" type= "NodePath" />
<argument index= "1" name= "weights" type= "PackedFloat32Array" />
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<description >
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Adds a bone with the specified [code]path[/code] and [code]weights[/code].
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</description>
</method>
<method name= "clear_bones" >
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<return type= "void" />
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<description >
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Removes all bones from this [Polygon2D].
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</description>
</method>
<method name= "erase_bone" >
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<return type= "void" />
<argument index= "0" name= "index" type= "int" />
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<description >
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Removes the specified bone from this [Polygon2D].
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</description>
</method>
<method name= "get_bone_count" qualifiers= "const" >
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<return type= "int" />
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<description >
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Returns the number of bones in this [Polygon2D].
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</description>
</method>
<method name= "get_bone_path" qualifiers= "const" >
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<return type= "NodePath" />
<argument index= "0" name= "index" type= "int" />
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<description >
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Returns the path to the node associated with the specified bone.
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</description>
</method>
<method name= "get_bone_weights" qualifiers= "const" >
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<return type= "PackedFloat32Array" />
<argument index= "0" name= "index" type= "int" />
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<description >
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Returns the height values of the specified bone.
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</description>
</method>
<method name= "set_bone_path" >
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<return type= "void" />
<argument index= "0" name= "index" type= "int" />
<argument index= "1" name= "path" type= "NodePath" />
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<description >
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Sets the path to the node associated with the specified bone.
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</description>
</method>
<method name= "set_bone_weights" >
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<return type= "void" />
<argument index= "0" name= "index" type= "int" />
<argument index= "1" name= "weights" type= "PackedFloat32Array" />
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<description >
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Sets the weight values for the specified bone.
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</description>
</method>
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</methods>
<members >
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<member name= "antialiased" type= "bool" setter= "set_antialiased" getter= "get_antialiased" default= "false" >
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If [code]true[/code], polygon edges will be anti-aliased.
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</member>
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<member name= "bones" type= "Array" setter= "_set_bones" getter= "_get_bones" default= "[]" >
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</member>
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<member name= "color" type= "Color" setter= "set_color" getter= "get_color" default= "Color(1, 1, 1, 1)" >
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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].
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</member>
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<member name= "internal_vertex_count" type= "int" setter= "set_internal_vertex_count" getter= "get_internal_vertex_count" default= "0" >
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</member>
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<member name= "invert_border" type= "float" setter= "set_invert_border" getter= "get_invert_border" default= "100.0" >
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Added padding applied to the bounding box when using [code]invert[/code]. Setting this value too small may result in a "Bad Polygon" error.
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</member>
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<member name= "invert_enable" type= "bool" setter= "set_invert" getter= "get_invert" default= "false" >
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If [code]true[/code], polygon will be inverted, containing the area outside the defined points and extending to the [code]invert_border[/code].
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</member>
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<member name= "offset" type= "Vector2" setter= "set_offset" getter= "get_offset" default= "Vector2(0, 0)" >
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The offset applied to each vertex.
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</member>
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<member name= "polygon" type= "PackedVector2Array" setter= "set_polygon" getter= "get_polygon" default= "PackedVector2Array()" >
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The polygon's list of vertices. The final point will be connected to the first.
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[b]Note:[/b] This returns a copy of the [PackedVector2Array] rather than a reference.
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</member>
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<member name= "polygons" type= "Array" setter= "set_polygons" getter= "get_polygons" default= "[]" >
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</member>
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<member name= "skeleton" type= "NodePath" setter= "set_skeleton" getter= "get_skeleton" default= "NodePath("")" >
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</member>
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<member name= "texture" type= "Texture2D" setter= "set_texture" getter= "get_texture" >
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The polygon's fill texture. Use [code]uv[/code] to set texture coordinates.
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</member>
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<member name= "texture_offset" type= "Vector2" setter= "set_texture_offset" getter= "get_texture_offset" default= "Vector2(0, 0)" >
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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].
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</member>
Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:
* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
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<member name= "texture_rotation" type= "float" setter= "set_texture_rotation" getter= "get_texture_rotation" default= "0.0" >
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The texture's rotation in radians.
</member>
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<member name= "texture_scale" type= "Vector2" setter= "set_texture_scale" getter= "get_texture_scale" default= "Vector2(1, 1)" >
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Amount to multiply the [code]uv[/code] coordinates when using a [code]texture[/code]. Larger values make the texture smaller, and vice versa.
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</member>
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<member name= "uv" type= "PackedVector2Array" setter= "set_uv" getter= "get_uv" default= "PackedVector2Array()" >
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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].
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</member>
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<member name= "vertex_colors" type= "PackedColorArray" setter= "set_vertex_colors" getter= "get_vertex_colors" default= "PackedColorArray()" >
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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].
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</member>
</members>
<constants >
</constants>
</class>