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OccluderPolygon2D.hx
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OccluderPolygon2D.hx
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// Automatically generated Godot externs: DO NOT EDIT
// MIT licensed, see LICENSE.md
package godot;
import cs.system.*;
/**
Editor facility that helps you draw a 2D polygon used as resource for `godot.LightOccluder2D`.
**/
@:libType
@:csNative
@:native("Godot.OccluderPolygon2D")
@:autoBuild(godot.Godot.buildUserClass())
extern class OccluderPolygon2D extends godot.Resource {
/**
A `godot.Vector2` array with the index for polygon's vertices positions.
Note: The returned value is a copy of the underlying array, rather than a reference.
**/
@:native("Polygon")
public var polygon:cs.NativeArray<godot.Vector2>;
/**
The culling mode to use.
**/
@:native("CullMode")
public var cullMode:godot.OccluderPolygon2D_CullModeEnum;
/**
If `true`, closes the polygon. A closed OccluderPolygon2D occludes the light coming from any direction. An opened OccluderPolygon2D occludes the light only at its outline's direction.
**/
@:native("Closed")
public var closed:Bool;
@:native("new")
public function new():Void;
@:native("SetClosed")
public function setClosed(closed:Bool):Void;
@:native("IsClosed")
public function isClosed():Bool;
@:native("SetCullMode")
public function setCullMode(cullMode:godot.OccluderPolygon2D_CullModeEnum):Void;
@:native("GetCullMode")
public function getCullMode():godot.OccluderPolygon2D_CullModeEnum;
@:native("SetPolygon")
public function setPolygon(polygon:HaxeArray<godot.Vector2>):Void;
public extern inline function getPolygon():std.Array<godot.Vector2> {
return cs.Lib.array(cs.Syntax.code("{0}.GetPolygon()", this));
}
}