/** * Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite] via a tool in the editor toolbar. Select "Sprite" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D". * */ declare class MeshInstance2D extends Node2D { /** * Node used for displaying a [Mesh] in 2D. Can be constructed from an existing [Sprite] via a tool in the editor toolbar. Select "Sprite" then "Convert to Mesh2D", select settings in popup and press "Create Mesh2D". * */ new(): MeshInstance2D; static "new"(): MeshInstance2D /** The [Mesh] that will be drawn by the [MeshInstance2D]. */ mesh: Mesh; /** * The normal map that will be used if using the default [CanvasItemMaterial]. * * **Note:** Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. * */ normal_map: Texture; /** The [Texture] that will be used if using the default [CanvasItemMaterial]. Can be accessed as [code]TEXTURE[/code] in CanvasItem shader. */ texture: Texture; connect>(signal: T, method: SignalFunction): number; /** * Emitted when the [member texture] is changed. * */ $texture_changed: Signal<() => void> }