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scene
2d
polygon_2d.h
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#ifndef POLYGON_2D_H
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#define POLYGON_2D_H
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#include "scene/2d/node_2d.h"
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class
Polygon2D
:
public
Node2D
{
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OBJ_TYPE(
Polygon2D
,
Node2D
);
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DVector<Vector2>
polygon;
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DVector<Vector2>
uv;
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Color
color;
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Ref<Texture>
texture;
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Vector2
tex_scale;
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Vector2
tex_ofs;
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bool
tex_tile;
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float
tex_rot;
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bool
invert;
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float
invert_border;
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Vector2
offset;
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mutable
bool
rect_cache_dirty;
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mutable
Rect2
item_rect;
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void
_set_texture_rotationd(
float
p_rot);
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float
_get_texture_rotationd()
const
;
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protected
:
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void
_notification(
int
p_what);
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static
void
_bind_methods();
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public
:
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void
set_polygon(
const
DVector<Vector2>
& p_polygon);
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DVector<Vector2>
get_polygon()
const
;
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void
set_uv(
const
DVector<Vector2>
& p_uv);
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DVector<Vector2>
get_uv()
const
;
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void
set_color(
const
Color
& p_color);
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Color
get_color()
const
;
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void
set_texture(
const
Ref<Texture>
& p_texture);
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Ref<Texture>
get_texture()
const
;
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void
set_texture_offset(
const
Vector2
& p_offset);
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Vector2
get_texture_offset()
const
;
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void
set_texture_rotation(
float
p_rot);
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float
get_texture_rotation()
const
;
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void
set_texture_scale(
const
Vector2
& p_scale);
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Vector2
get_texture_scale()
const
;
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void
set_invert(
bool
p_rot);
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bool
get_invert()
const
;
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void
set_invert_border(
float
p_border);
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float
get_invert_border()
const
;
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void
set_offset(
const
Vector2
& p_offset);
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Vector2
get_offset()
const
;
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//editor stuff
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virtual
void
edit_set_pivot(
const
Point2
& p_pivot);
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virtual
Point2
edit_get_pivot()
const
;
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virtual
bool
edit_has_pivot()
const
;
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virtual
Rect2
get_item_rect()
const
;
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Polygon2D
();
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};
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#endif // POLYGON_2D_H
Ref< Texture >
Color
Definition:
color.h:37
Rect2
Definition:
math_2d.h:204
Vector2
Definition:
math_2d.h:65
Node2D
Definition:
node_2d.h:34
Polygon2D
Definition:
polygon_2d.h:6
DVector< Vector2 >
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