GeomPolygon2D
Inherits: Node2D
A regular polygon on the canvas.
Drawing it
The code behind the picture above, where c is its centre, r is 30% of its height.
GeomDraw.polygon_angle = 0.3
GeomDraw.regular_polygon_2d_colored(c, r, 6, MINT) Properties
| float | angle_degrees | 90.0 |
| BlendMode | blend_mode | Geom.BLEND_TRANSPARENT |
| bool | border | false |
| Color | color | Color(1, 1, 1, 1) |
| Color | color_end | Color(1, 1, 1, 1) |
| ColorMode | color_mode | Geom.COLOR_SINGLE |
| GeomDash | dash | null |
| float | radius | 64.0 |
| ThicknessSpace | radius_space | Geom.SPACE_METERS |
| float | roundness | 0.0 |
| int | sides | 6 |
| 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 wantsSPACE_PIXELSinstead.
enum Geom.ColorMode
- Geom.COLOR_SINGLE = 0
- One flat color.
- Geom.COLOR_RADIAL = 1
- Interpolate
colortocolor_endfrom the center outwards. - Geom.COLOR_ANGULAR = 2
- Interpolate
colortocolor_endaround 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.
Property descriptions
float angle_degrees = 90.0
Rotates the polygon about its own center. The angle points at an edge's midpoint rather than at a vertex, so the vertices sit half a segment either side of it.
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.
bool border = false
Draw an outline of thickness instead of a fill.
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.
float radius = 64.0
Center to vertex, not center to edge.
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 roundness = 0.0
Corner rounding, 0 for sharp corners through to 1 for exactly the inscribed circle.
int sides = 6
Three or more; clamped to 255.
float thickness = 8.0
Wall thickness, used only when border is set.
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.