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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "MeshInstance3D" inherits= "GeometryInstance3D" version= "4.0" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
Node that instances meshes into a scenario.
</brief_description>
<description >
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MeshInstance3D is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used render 3D geometry and can be used to instance a single [Mesh] in many places. This allows reusing geometry, which can save on resources. When a [Mesh] has to be instantiated more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead.
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</description>
<tutorials >
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<link title= "3D Material Testers Demo" > https://godotengine.org/asset-library/asset/123</link>
<link title= "3D Kinematic Character Demo" > https://godotengine.org/asset-library/asset/126</link>
<link title= "3D Platformer Demo" > https://godotengine.org/asset-library/asset/125</link>
<link title= "Third Person Shooter Demo" > https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
<methods >
<method name= "create_convex_collision" >
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<return type= "void" />
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<param index= "0" name= "clean" type= "bool" default= "true" />
<param index= "1" name= "simplify" type= "bool" default= "false" />
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<description >
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This helper creates a [StaticBody3D] child node with a [ConvexPolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing.
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If [param clean] is [code]true[/code] (default), duplicate and interior vertices are removed automatically. You can set it to [code]false[/code] to make the process faster if not needed.
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If [param simplify] is [code]true[/code], the geometry can be further simplified to reduce the number of vertices. Disabled by default.
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</description>
</method>
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<method name= "create_debug_tangents" >
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<return type= "void" />
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<description >
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This helper creates a [MeshInstance3D] child node with gizmos at every vertex calculated from the mesh geometry. It's mainly used for testing.
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</description>
</method>
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<method name= "create_multiple_convex_collisions" >
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<return type= "void" />
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<description >
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This helper creates a [StaticBody3D] child node with multiple [ConvexPolygonShape3D] collision shapes calculated from the mesh geometry via convex decomposition. It's mainly used for testing.
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</description>
</method>
<method name= "create_trimesh_collision" >
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<return type= "void" />
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<description >
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This helper creates a [StaticBody3D] child node with a [ConcavePolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing.
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</description>
</method>
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<method name= "find_blend_shape_by_name" >
<return type= "int" />
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<param index= "0" name= "name" type= "StringName" />
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<description >
</description>
</method>
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<method name= "get_active_material" qualifiers= "const" >
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<return type= "Material" />
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<param index= "0" name= "surface" type= "int" />
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<description >
Returns the [Material] that will be used by the [Mesh] when drawing. This can return the [member GeometryInstance3D.material_override], the surface override [Material] defined in this [MeshInstance3D], or the surface [Material] defined in the [Mesh]. For example, if [member GeometryInstance3D.material_override] is used, all surfaces will return the override material.
</description>
</method>
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<method name= "get_blend_shape_count" qualifiers= "const" >
<return type= "int" />
<description >
</description>
</method>
<method name= "get_blend_shape_value" qualifiers= "const" >
<return type= "float" />
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<param index= "0" name= "blend_shape_idx" type= "int" />
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<description >
</description>
</method>
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<method name= "get_surface_override_material" qualifiers= "const" >
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<return type= "Material" />
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<param index= "0" name= "surface" type= "int" />
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<description >
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Returns the override [Material] for the specified surface of the [Mesh] resource.
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</description>
</method>
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<method name= "get_surface_override_material_count" qualifiers= "const" >
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<return type= "int" />
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<description >
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Returns the number of surface override materials. This is equivalent to [method Mesh.get_surface_count].
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</description>
</method>
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<method name= "set_blend_shape_value" >
<return type= "void" />
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<param index= "0" name= "blend_shape_idx" type= "int" />
<param index= "1" name= "value" type= "float" />
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<description >
</description>
</method>
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<method name= "set_surface_override_material" >
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<return type= "void" />
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<param index= "0" name= "surface" type= "int" />
<param index= "1" name= "material" type= "Material" />
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<description >
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Sets the override [Material] for the specified surface of the [Mesh] resource. This material is associated with this [MeshInstance3D] rather than with the [Mesh] resource.
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</description>
</method>
</methods>
<members >
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<member name= "mesh" type= "Mesh" setter= "set_mesh" getter= "get_mesh" >
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The [Mesh] resource for the instance.
</member>
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<member name= "skeleton" type= "NodePath" setter= "set_skeleton_path" getter= "get_skeleton_path" default= "NodePath("..")" >
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[NodePath] to the [Skeleton3D] associated with the instance.
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</member>
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<member name= "skin" type= "Skin" setter= "set_skin" getter= "get_skin" >
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Sets the skin to be used by this instance.
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</member>
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</members>
</class>