godot/scene/2d/polygon_2d.cpp

/**************************************************************************/
/*  polygon_2d.cpp                                                        */
/**************************************************************************/
/*                         This file is part of:                          */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "polygon_2d.h"

#include "core/math/geometry_2d.h"
#include "skeleton_2d.h"

#ifdef TOOLS_ENABLED
Dictionary Polygon2D::_edit_get_state() const {}

void Polygon2D::_edit_set_state(const Dictionary &p_state) {}

void Polygon2D::_edit_set_pivot(const Point2 &p_pivot) {}

Point2 Polygon2D::_edit_get_pivot() const {}

bool Polygon2D::_edit_use_pivot() const {}
#endif // TOOLS_ENABLED

#ifdef DEBUG_ENABLED
Rect2 Polygon2D::_edit_get_rect() const {}

bool Polygon2D::_edit_use_rect() const {}

bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {}
#endif // DEBUG_ENABLED

void Polygon2D::_validate_property(PropertyInfo &p_property) const {}

void Polygon2D::_skeleton_bone_setup_changed() {}

void Polygon2D::_notification(int p_what) {}

void Polygon2D::set_polygon(const Vector<Vector2> &p_polygon) {}

Vector<Vector2> Polygon2D::get_polygon() const {}

void Polygon2D::set_internal_vertex_count(int p_count) {}

int Polygon2D::get_internal_vertex_count() const {}

void Polygon2D::set_uv(const Vector<Vector2> &p_uv) {}

Vector<Vector2> Polygon2D::get_uv() const {}

void Polygon2D::set_polygons(const Array &p_polygons) {}

Array Polygon2D::get_polygons() const {}

void Polygon2D::set_color(const Color &p_color) {}

Color Polygon2D::get_color() const {}

void Polygon2D::set_vertex_colors(const Vector<Color> &p_colors) {}

Vector<Color> Polygon2D::get_vertex_colors() const {}

void Polygon2D::set_texture(const Ref<Texture2D> &p_texture) {}

Ref<Texture2D> Polygon2D::get_texture() const {}

void Polygon2D::set_texture_offset(const Vector2 &p_offset) {}

Vector2 Polygon2D::get_texture_offset() const {}

void Polygon2D::set_texture_rotation(real_t p_rot) {}

real_t Polygon2D::get_texture_rotation() const {}

void Polygon2D::set_texture_scale(const Size2 &p_scale) {}

Size2 Polygon2D::get_texture_scale() const {}

void Polygon2D::set_invert(bool p_invert) {}

bool Polygon2D::get_invert() const {}

void Polygon2D::set_antialiased(bool p_antialiased) {}

bool Polygon2D::get_antialiased() const {}

void Polygon2D::set_invert_border(real_t p_invert_border) {}

real_t Polygon2D::get_invert_border() const {}

void Polygon2D::set_offset(const Vector2 &p_offset) {}

Vector2 Polygon2D::get_offset() const {}

void Polygon2D::add_bone(const NodePath &p_path, const Vector<float> &p_weights) {}

int Polygon2D::get_bone_count() const {}

NodePath Polygon2D::get_bone_path(int p_index) const {}

Vector<float> Polygon2D::get_bone_weights(int p_index) const {}

void Polygon2D::erase_bone(int p_idx) {}

void Polygon2D::clear_bones() {}

void Polygon2D::set_bone_weights(int p_index, const Vector<float> &p_weights) {}

void Polygon2D::set_bone_path(int p_index, const NodePath &p_path) {}

Array Polygon2D::_get_bones() const {}

void Polygon2D::_set_bones(const Array &p_bones) {}

void Polygon2D::set_skeleton(const NodePath &p_skeleton) {}

NodePath Polygon2D::get_skeleton() const {}

void Polygon2D::_bind_methods() {}

Polygon2D::Polygon2D() {}

Polygon2D::~Polygon2D() {}