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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Polygon2D" inherits= "Node2D" version= "3.5" >
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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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[b]Note:[/b] 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 [member ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and [member ProjectSettings.rendering/limits/buffers/canvas_polygon_index_buffer_size_kb].
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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= "PoolRealArray" />
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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= "PoolRealArray" />
<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= "PoolRealArray" />
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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= "PoolVector2Array" setter= "set_polygon" getter= "get_polygon" default= "PoolVector2Array( )" >
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The polygon's list of vertices. The final point will be connected to the first.
[b]Note:[/b] This returns a copy of the [PoolVector2Array] 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= "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" 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>
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<member name= "texture_rotation" type= "float" setter= "set_texture_rotation" getter= "get_texture_rotation" >
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The texture's rotation in radians.
</member>
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<member name= "texture_rotation_degrees" type= "float" setter= "set_texture_rotation_degrees" getter= "get_texture_rotation_degrees" default= "0.0" >
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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" 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= "PoolVector2Array" setter= "set_uv" getter= "get_uv" default= "PoolVector2Array( )" >
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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" default= "PoolColorArray( )" >
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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>