Struct gdnative_bindings_lily::Polygon2D[][src]

pub struct Polygon2D { /* fields omitted */ }
Expand description

core class Polygon2D inherits Node2D (unsafe).

Official documentation

See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.

Memory management

Non reference counted objects such as the ones of this type are usually owned by the engine.

Polygon2D is a reference-only type. Persistent references can only exist in the unsafe Ref<Polygon2D> form.

In the cases where Rust code owns an object of this type, for example if the object was just created on the Rust side and not passed to the engine yet, ownership should be either given to the engine or the object must be manually destroyed using Ref::free, or Ref::queue_free if it is a Node.

Class hierarchy

Polygon2D inherits methods from:

Safety

All types in the Godot API have “interior mutability” in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations

Creates a new instance of this object.

Because this type is not reference counted, the lifetime of the returned object is not automatically managed.

Immediately after creation, the object is owned by the caller, and can be passed to the engine (in which case the engine will be responsible for destroying the object) or destroyed manually using Ref::free, or preferably Ref::queue_free if it is a Node.

Adds a bone with the specified path and weights.

Removes all bones from this Polygon2D.

Removes the specified bone from this Polygon2D.

If true, polygon edges will be anti-aliased.

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.

The polygon’s fill color. If texture is defined, it will be multiplied by this color. It will also be the default color for vertices not set in vertex_colors.

If true, polygon will be inverted, containing the area outside the defined points and extending to the invert_border.

Added padding applied to the bounding box when using invert. Setting this value too small may result in a “Bad Polygon” error.

The offset applied to each vertex.

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.

The polygon’s fill texture. Use uv to set texture coordinates.

Amount to offset the polygon’s texture. If (0, 0) the texture’s origin (its top-left corner) will be placed at the polygon’s position.

The texture’s rotation in radians.

The texture’s rotation in degrees.

Amount to multiply the uv coordinates when using a texture. Larger values make the texture smaller, and vice versa.

Texture coordinates for each vertex of the polygon. There should be one uv per polygon vertex. If there are fewer, undefined vertices will use (0, 0).

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 color.

If true, polygon edges will be anti-aliased.

Sets the path to the node associated with the specified bone.

Sets the weight values for the specified bone.

The polygon’s fill color. If texture is defined, it will be multiplied by this color. It will also be the default color for vertices not set in vertex_colors.

If true, polygon will be inverted, containing the area outside the defined points and extending to the invert_border.

Added padding applied to the bounding box when using invert. Setting this value too small may result in a “Bad Polygon” error.

The offset applied to each vertex.

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.

The polygon’s fill texture. Use uv to set texture coordinates.

Amount to offset the polygon’s texture. If (0, 0) the texture’s origin (its top-left corner) will be placed at the polygon’s position.

The texture’s rotation in radians.

The texture’s rotation in degrees.

Amount to multiply the uv coordinates when using a texture. Larger values make the texture smaller, and vice versa.

Texture coordinates for each vertex of the polygon. There should be one uv per polygon vertex. If there are fewer, undefined vertices will use (0, 0).

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 color.

Methods from Deref<Target = Node2D>

Multiplies the current scale by the ratio vector.

Returns the angle between the node and the point in radians.

Global position.

Global rotation in radians.

Global rotation in degrees.

Global scale.

Position, relative to the node’s parent.

Returns the Transform2D relative to this node’s parent.

Rotation in radians, relative to the node’s parent.

Rotation in degrees, relative to the node’s parent.

The node’s scale. Unscaled value: (1, 1).

Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.

Adds the offset vector to the node’s global position.

If true, the node’s Z index is relative to its parent’s Z index. If this node’s Z index is 2 and its parent’s effective Z index is 3, then this node’s effective Z index will be 2 + 3 = 5.

Rotates the node so it points towards the point, which is expected to use global coordinates.

Applies a local translation on the node’s X axis based on the [method Node._process]’s delta. If scaled is false, normalizes the movement.

Default Arguments

  • scaled - false

Applies a local translation on the node’s Y axis based on the [method Node._process]’s delta. If scaled is false, normalizes the movement.

Default Arguments

  • scaled - false

Applies a rotation to the node, in radians, starting from its current rotation.

Global position.

Global rotation in radians.

Global rotation in degrees.

Global scale.

Global Transform2D.

Position, relative to the node’s parent.

Rotation in radians, relative to the node’s parent.

Rotation in degrees, relative to the node’s parent.

The node’s scale. Unscaled value: (1, 1).

Local Transform2D.

If true, the node’s Z index is relative to its parent’s Z index. If this node’s Z index is 2 and its parent’s effective Z index is 3, then this node’s effective Z index will be 2 + 3 = 5.

Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.

Transforms the provided local position into a position in global coordinate space. The input is expected to be local relative to the Node2D it is called on. e.g. Applying this method to the positions of child nodes will correctly transform their positions into the global coordinate space, but applying it to a node’s own position will give an incorrect result, as it will incorporate the node’s own transformation into its global position.

Transforms the provided global position into a position in local coordinate space. The output will be local relative to the Node2D it is called on. e.g. It is appropriate for determining the positions of child nodes, but it is not appropriate for determining its own position relative to its parent.

Translates the node by the given offset in local coordinates.

Trait Implementations

Formats the value using the given formatter. Read more

The resulting type after dereferencing.

Dereferences the value.

Mutably dereferences the value.

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option. Read more

Creates a new instance of Self using a zero-argument constructor, as a Unique reference. Read more

Performs a dynamic reference downcast to target type. Read more

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more

Creates a persistent reference to the same Godot object with shared thread access. Read more

Creates a persistent reference to the same Godot object with thread-local thread access. Read more

Creates a persistent reference to the same Godot object with unique access. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive. See also TRef::try_from_instance_id. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Performs the conversion.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.