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: []
.}
-