/** * 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. * * **Note:** 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]. * */ declare class Polygon2D extends Node2D { /** * 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. * * **Note:** 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]. * */ new(): Polygon2D; static "new"(): Polygon2D /** If [code]true[/code], polygon edges will be anti-aliased. */ antialiased: boolean; /** 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]. */ color: Color; /** Added padding applied to the bounding box when using [code]invert[/code]. Setting this value too small may result in a "Bad Polygon" error. */ invert_border: float; /** If [code]true[/code], polygon will be inverted, containing the area outside the defined points and extending to the [code]invert_border[/code]. */ invert_enable: boolean; /** The offset applied to each vertex. */ offset: Vector2; /** * The polygon's list of vertices. The final point will be connected to the first. * * **Note:** This returns a copy of the [PoolVector2Array] rather than a reference. * */ polygon: PoolVector2Array; /** The polygon's fill texture. Use [code]uv[/code] to set texture coordinates. */ texture: Texture; /** 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]. */ texture_offset: Vector2; /** The texture's rotation in radians. */ texture_rotation: float; /** The texture's rotation in degrees. */ texture_rotation_degrees: float; /** Amount to multiply the [code]uv[/code] coordinates when using a [code]texture[/code]. Larger values make the texture smaller, and vice versa. */ texture_scale: Vector2; /** 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]. */ uv: PoolVector2Array; /** 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]. */ vertex_colors: PoolColorArray; /** Adds a bone with the specified [code]path[/code] and [code]weights[/code]. */ add_bone(path: NodePathType, weights: PoolRealArray): void; /** Removes all bones from this [Polygon2D]. */ clear_bones(): void; /** Removes the specified bone from this [Polygon2D]. */ erase_bone(index: int): void; /** Returns the number of bones in this [Polygon2D]. */ get_bone_count(): int; /** Returns the path to the node associated with the specified bone. */ get_bone_path(index: int): NodePathType; /** Returns the height values of the specified bone. */ get_bone_weights(index: int): PoolRealArray; /** Sets the path to the node associated with the specified bone. */ set_bone_path(index: int, path: NodePathType): void; /** Sets the weight values for the specified bone. */ set_bone_weights(index: int, weights: PoolRealArray): void; connect>(signal: T, method: SignalFunction): number; }