/**************************************************************************/ /* polygon2d.hpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ // THIS FILE IS GENERATED. EDITS WILL BE LOST. #pragma once #include #include #include #include #include #include #include #include #include #include #include namespace godot { class Texture2D; class Polygon2D : public Node2D { GDEXTENSION_CLASS(Polygon2D, Node2D) public: void set_polygon(const PackedVector2Array &p_polygon); PackedVector2Array get_polygon() const; void set_uv(const PackedVector2Array &p_uv); PackedVector2Array get_uv() const; void set_color(const Color &p_color); Color get_color() const; void set_polygons(const Array &p_polygons); Array get_polygons() const; void set_vertex_colors(const PackedColorArray &p_vertex_colors); PackedColorArray get_vertex_colors() const; void set_texture(const Ref &p_texture); Ref get_texture() const; void set_texture_offset(const Vector2 &p_texture_offset); Vector2 get_texture_offset() const; void set_texture_rotation(float p_texture_rotation); float get_texture_rotation() const; void set_texture_scale(const Vector2 &p_texture_scale); Vector2 get_texture_scale() const; void set_invert_enabled(bool p_invert); bool get_invert_enabled() const; void set_antialiased(bool p_antialiased); bool get_antialiased() const; void set_invert_border(float p_invert_border); float get_invert_border() const; void set_offset(const Vector2 &p_offset); Vector2 get_offset() const; void add_bone(const NodePath &p_path, const PackedFloat32Array &p_weights); int32_t get_bone_count() const; NodePath get_bone_path(int32_t p_index) const; PackedFloat32Array get_bone_weights(int32_t p_index) const; void erase_bone(int32_t p_index); void clear_bones(); void set_bone_path(int32_t p_index, const NodePath &p_path); void set_bone_weights(int32_t p_index, const PackedFloat32Array &p_weights); void set_skeleton(const NodePath &p_skeleton); NodePath get_skeleton() const; void set_internal_vertex_count(int32_t p_internal_vertex_count); int32_t get_internal_vertex_count() const; protected: template static void register_virtuals() { Node2D::register_virtuals(); } public: }; } // namespace godot