proc polygon(self: CSGPolygon): PoolVector2Array {.gcsafe, locks: 0,
raises: [Exception], tags: [RootEffect]
.}
-
proc polygon=(self: CSGPolygon; val: PoolVector2Array) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc mode(self: CSGPolygon): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc mode=(self: CSGPolygon; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc depth(self: CSGPolygon): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc depth=(self: CSGPolygon; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc spinDegrees(self: CSGPolygon): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc spinDegrees=(self: CSGPolygon; val: float64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc spinSides(self: CSGPolygon): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc spinSides=(self: CSGPolygon; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc pathNode(self: CSGPolygon): NodePath {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc pathNode=(self: CSGPolygon; val: NodePath) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc pathInterval(self: CSGPolygon): float64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc pathInterval=(self: CSGPolygon; val: float64) {.gcsafe, locks: 0, raises: [],
tags: []
.}
-
proc pathRotation(self: CSGPolygon): int64 {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc pathRotation=(self: CSGPolygon; val: int64) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc smoothFaces(self: CSGPolygon): bool {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc smoothFaces=(self: CSGPolygon; val: bool) {.gcsafe, locks: 0, raises: [], tags: []
.}
-
proc material(self: CSGPolygon): Material {.gcsafe, locks: 0, raises: [Exception],
tags: [RootEffect]
.}
-
proc material=(self: CSGPolygon; val: Material) {.gcsafe, locks: 0, raises: [], tags: []
.}
-