[−][src]Struct gdnative_bindings::polygon_2d::Polygon2D
core class Polygon2D inherits Node2D (unsafe).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
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
impl Polygon2D[src]
pub fn new() -> Ref<Self, Unique>[src]
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.
pub fn add_bone(&self, path: impl Into<NodePath>, weights: Float32Array)[src]
Adds a bone with the specified [code]path[/code] and [code]weights[/code].
pub fn clear_bones(&self)[src]
Removes all bones from this [Polygon2D].
pub fn erase_bone(&self, index: i64)[src]
Removes the specified bone from this [Polygon2D].
pub fn antialiased(&self) -> bool[src]
If [code]true[/code], polygon edges will be anti-aliased.
pub fn get_bone_count(&self) -> i64[src]
Returns the number of bones in this [Polygon2D].
pub fn get_bone_path(&self, index: i64) -> NodePath[src]
Returns the path to the node associated with the specified bone.
pub fn get_bone_weights(&self, index: i64) -> Float32Array[src]
Returns the height values of the specified bone.
pub fn color(&self) -> Color[src]
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].
pub fn internal_vertex_count(&self) -> i64[src]
pub fn invert(&self) -> bool[src]
If [code]true[/code], polygon will be inverted, containing the area outside the defined points and extending to the [code]invert_border[/code].
pub fn invert_border(&self) -> f64[src]
Added padding applied to the bounding box when using [code]invert[/code]. Setting this value too small may result in a "Bad Polygon" error.
pub fn offset(&self) -> Vector2[src]
The offset applied to each vertex.
pub fn polygon(&self) -> Vector2Array[src]
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.
pub fn polygons(&self) -> VariantArray[src]
pub fn skeleton(&self) -> NodePath[src]
pub fn texture(&self) -> Option<Ref<Texture, Shared>>[src]
The polygon's fill texture. Use [code]uv[/code] to set texture coordinates.
pub fn texture_offset(&self) -> Vector2[src]
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].
pub fn texture_rotation(&self) -> f64[src]
The texture's rotation in radians.
pub fn texture_rotation_degrees(&self) -> f64[src]
The texture's rotation in degrees.
pub fn texture_scale(&self) -> Vector2[src]
Amount to multiply the [code]uv[/code] coordinates when using a [code]texture[/code]. Larger values make the texture smaller, and vice versa.
pub fn uv(&self) -> Vector2Array[src]
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].
pub fn vertex_colors(&self) -> ColorArray[src]
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].
pub fn set_antialiased(&self, antialiased: bool)[src]
If [code]true[/code], polygon edges will be anti-aliased.
pub fn set_bone_path(&self, index: i64, path: impl Into<NodePath>)[src]
Sets the path to the node associated with the specified bone.
pub fn set_bone_weights(&self, index: i64, weights: Float32Array)[src]
Sets the weight values for the specified bone.
pub fn set_color(&self, color: Color)[src]
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].
pub fn set_internal_vertex_count(&self, internal_vertex_count: i64)[src]
pub fn set_invert(&self, invert: bool)[src]
If [code]true[/code], polygon will be inverted, containing the area outside the defined points and extending to the [code]invert_border[/code].
pub fn set_invert_border(&self, invert_border: f64)[src]
Added padding applied to the bounding box when using [code]invert[/code]. Setting this value too small may result in a "Bad Polygon" error.
pub fn set_offset(&self, offset: Vector2)[src]
The offset applied to each vertex.
pub fn set_polygon(&self, polygon: Vector2Array)[src]
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.
pub fn set_polygons(&self, polygons: VariantArray)[src]
pub fn set_skeleton(&self, skeleton: impl Into<NodePath>)[src]
pub fn set_texture(&self, texture: impl AsArg<Texture>)[src]
The polygon's fill texture. Use [code]uv[/code] to set texture coordinates.
pub fn set_texture_offset(&self, texture_offset: Vector2)[src]
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].
pub fn set_texture_rotation(&self, texture_rotation: f64)[src]
The texture's rotation in radians.
pub fn set_texture_rotation_degrees(&self, texture_rotation: f64)[src]
The texture's rotation in degrees.
pub fn set_texture_scale(&self, texture_scale: Vector2)[src]
Amount to multiply the [code]uv[/code] coordinates when using a [code]texture[/code]. Larger values make the texture smaller, and vice versa.
pub fn set_uv(&self, uv: Vector2Array)[src]
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].
pub fn set_vertex_colors(&self, vertex_colors: ColorArray)[src]
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].
Methods from Deref<Target = Node2D>
pub fn apply_scale(&self, ratio: Vector2)[src]
Multiplies the current scale by the [code]ratio[/code] vector.
pub fn get_angle_to(&self, point: Vector2) -> f64[src]
Returns the angle between the node and the [code]point[/code] in radians.
pub fn global_position(&self) -> Vector2[src]
Global position.
pub fn global_rotation(&self) -> f64[src]
Global rotation in radians.
pub fn global_rotation_degrees(&self) -> f64[src]
Global rotation in degrees.
pub fn global_scale(&self) -> Vector2[src]
Global scale.
pub fn position(&self) -> Vector2[src]
Position, relative to the node's parent.
pub fn get_relative_transform_to_parent(
&self,
parent: impl AsArg<Node>
) -> Transform2D[src]
&self,
parent: impl AsArg<Node>
) -> Transform2D
Returns the [Transform2D] relative to this node's parent.
pub fn rotation(&self) -> f64[src]
Rotation in radians, relative to the node's parent.
pub fn rotation_degrees(&self) -> f64[src]
Rotation in degrees, relative to the node's parent.
pub fn scale(&self) -> Vector2[src]
The node's scale. Unscaled value: [code](1, 1)[/code].
pub fn z_index(&self) -> i64[src]
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
pub fn global_translate(&self, offset: Vector2)[src]
Adds the [code]offset[/code] vector to the node's global position.
pub fn is_z_relative(&self) -> bool[src]
If [code]true[/code], 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.
pub fn look_at(&self, point: Vector2)[src]
Rotates the node so it points towards the [code]point[/code], which is expected to use global coordinates.
pub fn move_local_x(&self, delta: f64, scaled: bool)[src]
Applies a local translation on the node's X axis based on the [method Node._process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/code], normalizes the movement.
Default Arguments
scaled-false
pub fn move_local_y(&self, delta: f64, scaled: bool)[src]
Applies a local translation on the node's Y axis based on the [method Node._process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/code], normalizes the movement.
Default Arguments
scaled-false
pub fn rotate(&self, radians: f64)[src]
Applies a rotation to the node, in radians, starting from its current rotation.
pub fn set_global_position(&self, position: Vector2)[src]
Global position.
pub fn set_global_rotation(&self, radians: f64)[src]
Global rotation in radians.
pub fn set_global_rotation_degrees(&self, degrees: f64)[src]
Global rotation in degrees.
pub fn set_global_scale(&self, scale: Vector2)[src]
Global scale.
pub fn set_global_transform(&self, xform: Transform2D)[src]
Global [Transform2D].
pub fn set_position(&self, position: Vector2)[src]
Position, relative to the node's parent.
pub fn set_rotation(&self, radians: f64)[src]
Rotation in radians, relative to the node's parent.
pub fn set_rotation_degrees(&self, degrees: f64)[src]
Rotation in degrees, relative to the node's parent.
pub fn set_scale(&self, scale: Vector2)[src]
The node's scale. Unscaled value: [code](1, 1)[/code].
pub fn set_transform(&self, xform: Transform2D)[src]
Local [Transform2D].
pub fn set_z_as_relative(&self, enable: bool)[src]
If [code]true[/code], 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.
pub fn set_z_index(&self, z_index: i64)[src]
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
pub fn to_global(&self, local_point: Vector2) -> Vector2[src]
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.
pub fn to_local(&self, global_point: Vector2) -> Vector2[src]
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.
pub fn translate(&self, offset: Vector2)[src]
Translates the node by the given [code]offset[/code] in local coordinates.
Trait Implementations
impl Debug for Polygon2D[src]
impl Deref for Polygon2D[src]
impl DerefMut for Polygon2D[src]
impl GodotObject for Polygon2D[src]
type RefKind = ManuallyManaged
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
fn class_name() -> &'static str[src]
fn null() -> Null<Self>[src]
fn new() -> Ref<Self, Unique> where
Self: Instanciable, [src]
Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>, [src]
T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject, [src]
Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>[src]
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>, [src]
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>[src]
impl Instanciable for Polygon2D[src]
impl QueueFree for Polygon2D[src]
unsafe fn godot_queue_free(obj: *mut godot_object)[src]
impl Sealed for Polygon2D[src]
impl SubClass<CanvasItem> for Polygon2D[src]
impl SubClass<Node> for Polygon2D[src]
impl SubClass<Node2D> for Polygon2D[src]
impl SubClass<Object> for Polygon2D[src]
Auto Trait Implementations
impl RefUnwindSafe for Polygon2D
impl !Send for Polygon2D
impl !Sync for Polygon2D
impl Unpin for Polygon2D
impl UnwindSafe for Polygon2D
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized, [src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized, [src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized, [src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T[src]
impl<T> From<T> for T[src]
impl<T, U> Into<U> for T where
U: From<T>, [src]
U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject, [src]
T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>, [src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>, [src]
U: TryFrom<T>,