d516aab8fa
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
59 lines
3.5 KiB
XML
59 lines
3.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Polygon2D" inherits="Node2D" category="Core" version="3.0-stable">
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<brief_description>
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A 2D polygon.
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</brief_description>
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<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>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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</methods>
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<members>
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<member name="antialiased" type="bool" setter="set_antialiased" getter="get_antialiased">
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If [code]true[/code] polygon edges will be anti-aliased. Default value: [code]false[/code].
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</member>
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<member name="color" type="Color" setter="set_color" getter="get_color">
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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="invert_border" type="float" setter="set_invert_border" getter="get_invert_border">
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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. Default value: [code]100[/code].
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</member>
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<member name="invert_enable" type="bool" setter="set_invert" getter="get_invert">
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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]. Default value: [code]false[/code].
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</member>
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<member name="offset" type="Vector2" setter="set_offset" getter="get_offset">
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The offset applied to each vertex.
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</member>
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<member name="polygon" type="PoolVector2Array" setter="set_polygon" getter="get_polygon">
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The polygon's list of vertices. The final point will be connected to the first.
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</member>
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<member name="texture" type="Texture" 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">
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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>
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<member name="texture_rotation" type="float" setter="set_texture_rotation_degrees" getter="get_texture_rotation_degrees">
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The texture's rotation in radians.
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</member>
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<member name="texture_rotation_degrees" type="float" setter="set_texture_rotation_degrees" getter="get_texture_rotation_degrees">
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The texture's rotation in degrees.
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</member>
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<member name="texture_scale" type="Vector2" setter="set_texture_scale" getter="get_texture_scale">
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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="PoolVector2Array" setter="set_uv" getter="get_uv">
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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="PoolColorArray" setter="set_vertex_colors" getter="get_vertex_colors">
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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>
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</members>
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<constants>
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</constants>
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</class>
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