tool extends Control var _texture : Texture var _indices : PoolIntArray = PoolIntArray() var _uvs : PoolVector2Array = PoolVector2Array() func _draw(): if _texture: draw_texture_rect_region(_texture, Rect2(Vector2(), get_size()), Rect2(Vector2(), _texture.get_size())) if _uvs.size() > 0: var c : Color = Color(1, 1, 1, 1) for i in range(0, len(_indices), 3): draw_line(_uvs[_indices[i]] * get_size(), _uvs[_indices[i + 1]] * get_size(), c, 1, false) draw_line(_uvs[_indices[i + 1]] * get_size(), _uvs[_indices[i + 2]] * get_size(), c, 1, false) draw_line(_uvs[_indices[i + 2]] * get_size(), _uvs[_indices[i]] * get_size(), c, 1, false) func set_texture(texture : Texture) -> void: _texture = texture update() func setup_from_mdr(mdr : MeshDataResource): setup_from_arrays(mdr.array) func setup_from_arrays(arrays : Array): if arrays.size() != ArrayMesh.ARRAY_MAX: return if arrays[ArrayMesh.ARRAY_TEX_UV] == null: return _uvs = arrays[ArrayMesh.ARRAY_TEX_UV] _indices = arrays[ArrayMesh.ARRAY_INDEX] update()