A 2D polygon. A Polygon2D is defined by a set of points. Each point is connected to the next, with the final point being connected to the first, resulting in a closed polygon. Polygon2Ds can be filled with color (solid or gradient) or filled with a given texture. Adds a bone with the specified [param path] and [param weights]. Removes all bones from this [Polygon2D]. Removes the specified bone from this [Polygon2D]. Returns the number of bones in this [Polygon2D]. Returns the path to the node associated with the specified bone. Returns the weight values of the specified bone. Sets the path to the node associated with the specified bone. Sets the weight values for the specified bone. If [code]true[/code], polygon edges will be anti-aliased. The polygon's fill color. If [member texture] is set, it will be multiplied by this color. It will also be the default color for vertices not set in [member vertex_colors]. Number of internal vertices, used for UV mapping. Added padding applied to the bounding box when [member invert_enabled] is set to [code]true[/code]. Setting this value too small may result in a "Bad Polygon" error. If [code]true[/code], the polygon will be inverted, containing the area outside the defined points and extending to the [member invert_border]. The offset applied to each vertex. The polygon's list of vertices. The final point will be connected to the first. The list of polygons, in case more than one is being represented. Every individual polygon is stored as a [PackedInt32Array] where each [int] is an index to a point in [member polygon]. If empty, this property will be ignored, and the resulting single polygon will be composed of all points in [member polygon], using the order they are stored in. Path to a [Skeleton2D] node used for skeleton-based deformations of this polygon. If empty or invalid, skeletal deformations will not be used. The polygon's fill texture. Use [member uv] to set texture coordinates. Amount to offset the polygon's [member texture]. If set to [code]Vector2(0, 0)[/code], the texture's origin (its top-left corner) will be placed at the polygon's position. The texture's rotation in radians. Amount to multiply the [member uv] coordinates when using [member texture]. Larger values make the texture smaller, and vice versa. Texture coordinates for each vertex of the polygon. There should be one UV value per polygon vertex. If there are fewer, undefined vertices will use [code]Vector2(0, 0)[/code]. Color for each vertex. Colors are interpolated between vertices, resulting in smooth gradients. There should be one per polygon vertex. If there are fewer, undefined vertices will use [member color].