Module polygon_2d

Procs

proc polygon(self: Polygon2D): PoolVector2Array {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc polygon=(self: Polygon2D; val: PoolVector2Array) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc uv(self: Polygon2D): PoolVector2Array {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc uv=(self: Polygon2D; val: PoolVector2Array) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc splits(self: Polygon2D): PoolIntArray {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc splits=(self: Polygon2D; val: PoolIntArray) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc color(self: Polygon2D): Color {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc color=(self: Polygon2D; val: Color) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc vertexColors(self: Polygon2D): PoolColorArray {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc vertexColors=(self: Polygon2D; val: PoolColorArray) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc offset(self: Polygon2D): Vector2 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc offset=(self: Polygon2D; val: Vector2) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc antialiased(self: Polygon2D): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc antialiased=(self: Polygon2D; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc texture(self: Polygon2D): Texture {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc texture=(self: Polygon2D; val: Texture) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc textureOffset(self: Polygon2D): Vector2 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc textureOffset=(self: Polygon2D; val: Vector2) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc textureScale(self: Polygon2D): Vector2 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc textureScale=(self: Polygon2D; val: Vector2) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc textureRotationDegrees(self: Polygon2D): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc textureRotationDegrees=(self: Polygon2D; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc textureRotation(self: Polygon2D): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc textureRotation=(self: Polygon2D; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc skeleton(self: Polygon2D): NodePath {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc skeleton=(self: Polygon2D; val: NodePath) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc invertEnable(self: Polygon2D): bool {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc invertEnable=(self: Polygon2D; val: bool) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc invertBorder(self: Polygon2D): float64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc invertBorder=(self: Polygon2D; val: float64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc bones(self: Polygon2D): Array {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc bones=(self: Polygon2D; val: Array) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc addBone(self: Polygon2D; path: NodePath; weights: PoolRealArray) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getBoneCount(self: Polygon2D): int64 {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getBonePath(self: Polygon2D; index: int64): NodePath {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc getBoneWeights(self: Polygon2D; index: int64): PoolRealArray {.
gcsafe, locks: 0, raises: [Exception], tags: [RootEffect]
.}
proc eraseBone(self: Polygon2D; index: int64) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc clearBones(self: Polygon2D) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc setBonePath(self: Polygon2D; index: int64; path: NodePath) {.
gcsafe, locks: 0, raises: [], tags: []
.}
proc setBoneWeights(self: Polygon2D; index: int64; weights: PoolRealArray) {.
gcsafe, locks: 0, raises: [], tags: []
.}