#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
#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
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() { … }