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.
[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].
Adds a bone with the specified [code]path[/code] and [code]weights[/code].
Removes all bones from this [Polygon2D].
Removes the specified bone from this [Polygon2D].
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.
Sets the path to the node associated with the specified bone.
Sets the weight values for the specified bone.
If [code]true[/code], polygon edges will be anti-aliased.
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].
Added padding applied to the bounding box when using [code]invert[/code]. Setting this value too small may result in a "Bad Polygon" error.
If [code]true[/code], polygon will be inverted, containing the area outside the defined points and extending to the [code]invert_border[/code].
The offset applied to each vertex.
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.
The polygon's fill texture. Use [code]uv[/code] to set texture coordinates.
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].
The texture's rotation in radians.
The texture's rotation in degrees.
Amount to multiply the [code]uv[/code] coordinates when using a [code]texture[/code]. Larger values make the texture smaller, and vice versa.
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].
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].