geom

GeomDisc2D

Inherits: Node2D

A disc, pie, ring or arc placed on the canvas.

Drawing it

The code behind the picture above, where c is its centre, r is 30% of its height.

GeomDraw.disc_2d_colored(c, r, CYAN)

Properties

float angle_end_degrees 270.0
float angle_start_degrees 0.0
bool arc_end_cap_round false
BlendMode blend_mode Geom.BLEND_TRANSPARENT
Color color Color(1, 1, 1, 1)
Color color_end Color(1, 1, 1, 1)
ColorMode color_mode Geom.COLOR_SINGLE
GeomDash dash null
DiscType disc_type Geom.DISC_DISC
float radius 64.0
ThicknessSpace radius_space Geom.SPACE_METERS
float thickness 8.0
ThicknessSpace thickness_space Geom.SPACE_METERS

Enumerations

enum Geom.ThicknessSpace

Geom.SPACE_METERS = 0
Thickness in world units; shrinks on screen with distance.
Geom.SPACE_PIXELS = 1
Thickness in screen pixels; constant on-screen size.
Geom.SPACE_VIEWPORT = 2
A fraction of the viewport: 100 span its shorter side, so 1 is one percent of it and about 11 pixels at 1080p. The same idea as CSS vmin. Radii and sizes here are whole-ish numbers; strokes come out below 1, and a stroke that should stay a fixed pixel width wants SPACE_PIXELS instead.

enum Geom.ColorMode

Geom.COLOR_SINGLE = 0
One flat color.
Geom.COLOR_RADIAL = 1
Interpolate color to color_end from the center outwards.
Geom.COLOR_ANGULAR = 2
Interpolate color to color_end around the sweep.

enum Geom.BlendMode

Geom.BLEND_OPAQUE = 0
Writes depth and sorts against other geometry; hard edges, no fade.
Geom.BLEND_TRANSPARENT = 1
Standard alpha compositing. The default.
Geom.BLEND_ADDITIVE = 2
Brightens what is behind. Good for glows.
Geom.BLEND_MULTIPLY = 3
Darkens what is behind. Good for tints.
Geom.BLEND_SUBTRACT = 4
Subtracts this color from the background.
Geom.BLEND_TRANSPARENT_DEPTH = 5
Transparent, but writing depth so shapes occlude by position.

enum Geom.DiscType

Geom.DISC_DISC = 0
Filled circle.
Geom.DISC_PIE = 1
Filled circular sector, bounded by the start and end angle.
Geom.DISC_RING = 2
Hollow ring. radius is to the middle of the wall, not the outer edge.
Geom.DISC_ARC = 3
A section of a ring, bounded by the start and end angle.

Property descriptions

float angle_end_degrees = 270.0

Sweep end for Pie and Arc. A full turn is promoted to the equivalent unbounded shape, so a 360 degree pie is a disc. The sweep runs forward from the start, wrapping past a full turn, so 350 to 10 is a 20 degree arc across zero.

float angle_start_degrees = 0.0

Sweep start for Pie and Arc, anticlockwise from the +X axis. Degrees here for the inspector's sake; radians everywhere inside the library.

bool arc_end_cap_round = false

Whether an arc's two ends are rounded off.

BlendMode blend_mode = Geom.BLEND_TRANSPARENT

How the shape combines with what is behind it. Transparent Depth is a 3D idea and behaves exactly like Transparent here, a canvas having no depth buffer.

Color color = Color(1, 1, 1, 1)

Fill color, or the wall's color for an outline.

Color color_end = Color(1, 1, 1, 1)

The far end of the gradient. Ignored unless color_mode is something other than Single.

ColorMode color_mode = Geom.COLOR_SINGLE

Single flat color, or a Radial or Angular gradient between color and color_end.

GeomDash dash = null

Assign a GeomDash to dash this shape; leave empty for solid.

DiscType disc_type = Geom.DISC_DISC

Which member of the family: a filled Disc, a Ring outline, a Pie sector, or an Arc.

float radius = 64.0

Center to the shape's edge. For a ring or arc this is to the center of the wall rather than its outer edge, so radius and thickness stay independent of each other.

ThicknessSpace radius_space = Geom.SPACE_METERS

Whether radius is measured in canvas units or in pixels. Canvas units zoom with the view like ordinary 2D content; pixels hold their size on screen through a zoom, which is what a HUD wants. Either way the node's scale multiplies it.

float thickness = 8.0

Wall thickness. Ignored by Disc and Pie, which are solid.

ThicknessSpace thickness_space = Geom.SPACE_METERS

Whether thickness is measured in canvas units or in pixels. Canvas units zoom with the view like ordinary 2D content; pixels hold their size on screen through a zoom, which is what a HUD wants. Either way the node's scale multiplies it.