Merge pull request #85018 from smix8/skinnedmeshbake
Add option to bake a mesh from animated skeleton pose
This commit is contained in:
commit
db6af2ecc6
3 changed files with 176 additions and 0 deletions
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@ -21,6 +21,14 @@
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[b]Performance:[/b] [Mesh] data needs to be received from the GPU, stalling the [RenderingServer] in the process.
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[b]Performance:[/b] [Mesh] data needs to be received from the GPU, stalling the [RenderingServer] in the process.
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</description>
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</description>
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</method>
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</method>
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<method name="bake_mesh_from_current_skeleton_pose">
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<return type="ArrayMesh" />
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<param index="0" name="existing" type="ArrayMesh" default="null" />
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<description>
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Takes a snapshot of the current animated skeleton pose of the skinned mesh and bakes it to the provided [param existing] mesh. If no [param existing] mesh is provided a new [ArrayMesh] is created, baked, and returned. Requires a skeleton with a registered skin to work. Blendshapes are ignored. Mesh surface materials are not copied.
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[b]Performance:[/b] [Mesh] data needs to be retrieved from the GPU, stalling the [RenderingServer] in the process.
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</description>
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</method>
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<method name="create_convex_collision">
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<method name="create_convex_collision">
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<return type="void" />
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<return type="void" />
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<param index="0" name="clean" type="bool" default="true" />
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<param index="0" name="clean" type="bool" default="true" />
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@ -671,6 +671,172 @@ Ref<ArrayMesh> MeshInstance3D::bake_mesh_from_current_blend_shape_mix(Ref<ArrayM
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return bake_mesh;
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return bake_mesh;
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}
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}
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Ref<ArrayMesh> MeshInstance3D::bake_mesh_from_current_skeleton_pose(Ref<ArrayMesh> p_existing) {
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Ref<ArrayMesh> source_mesh = get_mesh();
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ERR_FAIL_COND_V_MSG(source_mesh.is_null(), Ref<ArrayMesh>(), "The source mesh must be a valid ArrayMesh.");
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Ref<ArrayMesh> bake_mesh;
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if (p_existing.is_valid()) {
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ERR_FAIL_COND_V_MSG(source_mesh == p_existing, Ref<ArrayMesh>(), "The source mesh can not be the same mesh as the existing mesh.");
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bake_mesh = p_existing;
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} else {
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bake_mesh.instantiate();
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}
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ERR_FAIL_COND_V_MSG(skin_ref.is_null(), Ref<ArrayMesh>(), "The source mesh must have a valid skin.");
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ERR_FAIL_COND_V_MSG(skin_internal.is_null(), Ref<ArrayMesh>(), "The source mesh must have a valid skin.");
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RID skeleton = skin_ref->get_skeleton();
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ERR_FAIL_COND_V_MSG(!skeleton.is_valid(), Ref<ArrayMesh>(), "The source mesh must have its skin registered with a valid skeleton.");
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const int bone_count = RenderingServer::get_singleton()->skeleton_get_bone_count(skeleton);
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ERR_FAIL_COND_V(bone_count <= 0, Ref<ArrayMesh>());
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ERR_FAIL_COND_V(bone_count < skin_internal->get_bind_count(), Ref<ArrayMesh>());
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LocalVector<Transform3D> bone_transforms;
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bone_transforms.resize(bone_count);
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for (int bone_index = 0; bone_index < bone_count; bone_index++) {
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bone_transforms[bone_index] = RenderingServer::get_singleton()->skeleton_bone_get_transform(skeleton, bone_index);
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}
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bake_mesh->clear_surfaces();
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int mesh_surface_count = source_mesh->get_surface_count();
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for (int surface_index = 0; surface_index < mesh_surface_count; surface_index++) {
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ERR_CONTINUE(source_mesh->surface_get_primitive_type(surface_index) != Mesh::PRIMITIVE_TRIANGLES);
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uint32_t surface_format = source_mesh->surface_get_format(surface_index);
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ERR_CONTINUE(0 == (surface_format & Mesh::ARRAY_FORMAT_VERTEX));
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ERR_CONTINUE(0 == (surface_format & Mesh::ARRAY_FORMAT_BONES));
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ERR_CONTINUE(0 == (surface_format & Mesh::ARRAY_FORMAT_WEIGHTS));
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unsigned int bones_per_vertex = surface_format & Mesh::ARRAY_FLAG_USE_8_BONE_WEIGHTS ? 8 : 4;
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surface_format &= ~Mesh::ARRAY_FORMAT_BONES;
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surface_format &= ~Mesh::ARRAY_FORMAT_WEIGHTS;
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const Array &source_mesh_arrays = source_mesh->surface_get_arrays(surface_index);
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ERR_FAIL_COND_V(source_mesh_arrays.size() != RS::ARRAY_MAX, Ref<ArrayMesh>());
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const Vector<Vector3> &source_mesh_vertex_array = source_mesh_arrays[Mesh::ARRAY_VERTEX];
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const Vector<Vector3> &source_mesh_normal_array = source_mesh_arrays[Mesh::ARRAY_NORMAL];
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const Vector<float> &source_mesh_tangent_array = source_mesh_arrays[Mesh::ARRAY_TANGENT];
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const Vector<int> &source_mesh_bones_array = source_mesh_arrays[Mesh::ARRAY_BONES];
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const Vector<float> &source_mesh_weights_array = source_mesh_arrays[Mesh::ARRAY_WEIGHTS];
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unsigned int vertex_count = source_mesh_vertex_array.size();
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int expected_bone_array_size = vertex_count * bones_per_vertex;
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ERR_CONTINUE(source_mesh_bones_array.size() != expected_bone_array_size);
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ERR_CONTINUE(source_mesh_weights_array.size() != expected_bone_array_size);
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Array new_mesh_arrays;
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new_mesh_arrays.resize(Mesh::ARRAY_MAX);
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for (int i = 0; i < source_mesh_arrays.size(); i++) {
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if (i == Mesh::ARRAY_VERTEX || i == Mesh::ARRAY_NORMAL || i == Mesh::ARRAY_TANGENT || i == Mesh::ARRAY_BONES || i == Mesh::ARRAY_WEIGHTS) {
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continue;
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}
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new_mesh_arrays[i] = source_mesh_arrays[i];
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}
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bool use_normal_array = source_mesh_normal_array.size() == source_mesh_vertex_array.size();
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bool use_tangent_array = source_mesh_tangent_array.size() / 4 == source_mesh_vertex_array.size();
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Vector<Vector3> lerped_vertex_array = source_mesh_vertex_array;
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Vector<Vector3> lerped_normal_array = source_mesh_normal_array;
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Vector<float> lerped_tangent_array = source_mesh_tangent_array;
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const Vector3 *source_vertices_ptr = source_mesh_vertex_array.ptr();
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const Vector3 *source_normals_ptr = source_mesh_normal_array.ptr();
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const float *source_tangents_ptr = source_mesh_tangent_array.ptr();
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const int *source_bones_ptr = source_mesh_bones_array.ptr();
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const float *source_weights_ptr = source_mesh_weights_array.ptr();
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Vector3 *lerped_vertices_ptrw = lerped_vertex_array.ptrw();
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Vector3 *lerped_normals_ptrw = lerped_normal_array.ptrw();
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float *lerped_tangents_ptrw = lerped_tangent_array.ptrw();
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for (unsigned int vertex_index = 0; vertex_index < vertex_count; vertex_index++) {
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Vector3 lerped_vertex;
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Vector3 lerped_normal;
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Vector3 lerped_tangent;
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const Vector3 &source_vertex = source_vertices_ptr[vertex_index];
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Vector3 source_normal;
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if (use_normal_array) {
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source_normal = source_normals_ptr[vertex_index];
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}
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int tangent_index = vertex_index * 4;
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Vector4 source_tangent;
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Vector3 source_tangent_vec3;
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if (use_tangent_array) {
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source_tangent = Vector4(
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source_tangents_ptr[tangent_index],
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source_tangents_ptr[tangent_index + 1],
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source_tangents_ptr[tangent_index + 2],
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source_tangents_ptr[tangent_index + 3]);
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DEV_ASSERT(source_tangent.w == 1.0 || source_tangent.w == -1.0);
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source_tangent_vec3 = Vector3(source_tangent.x, source_tangent.y, source_tangent.z);
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}
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for (unsigned int weight_index = 0; weight_index < bones_per_vertex; weight_index++) {
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float bone_weight = source_weights_ptr[vertex_index * bones_per_vertex + weight_index];
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if (bone_weight < FLT_EPSILON) {
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continue;
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}
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int vertex_bone_index = source_bones_ptr[vertex_index * bones_per_vertex + weight_index];
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const Transform3D &bone_transform = bone_transforms[vertex_bone_index];
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const Basis bone_basis = bone_transform.basis.orthonormalized();
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ERR_FAIL_INDEX_V(vertex_bone_index, static_cast<int>(bone_transforms.size()), Ref<ArrayMesh>());
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lerped_vertex += source_vertex.lerp(bone_transform.xform(source_vertex), bone_weight) - source_vertex;
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;
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if (use_normal_array) {
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lerped_normal += source_normal.lerp(bone_basis.xform(source_normal), bone_weight) - source_normal;
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}
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if (use_tangent_array) {
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lerped_tangent += source_tangent_vec3.lerp(bone_basis.xform(source_tangent_vec3), bone_weight) - source_tangent_vec3;
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}
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}
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lerped_vertices_ptrw[vertex_index] += lerped_vertex;
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if (use_normal_array) {
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lerped_normals_ptrw[vertex_index] = (source_normal + lerped_normal).normalized();
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}
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if (use_tangent_array) {
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lerped_tangent = (source_tangent_vec3 + lerped_tangent).normalized();
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lerped_tangents_ptrw[tangent_index] = lerped_tangent.x;
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lerped_tangents_ptrw[tangent_index + 1] = lerped_tangent.y;
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lerped_tangents_ptrw[tangent_index + 2] = lerped_tangent.z;
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}
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}
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new_mesh_arrays[Mesh::ARRAY_VERTEX] = lerped_vertex_array;
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if (use_normal_array) {
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new_mesh_arrays[Mesh::ARRAY_NORMAL] = lerped_normal_array;
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}
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if (use_tangent_array) {
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new_mesh_arrays[Mesh::ARRAY_TANGENT] = lerped_tangent_array;
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}
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bake_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, new_mesh_arrays, Array(), Dictionary(), surface_format);
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}
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return bake_mesh;
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}
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void MeshInstance3D::_bind_methods() {
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void MeshInstance3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance3D::set_mesh);
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ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance3D::set_mesh);
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ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance3D::get_mesh);
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ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance3D::get_mesh);
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@ -700,6 +866,7 @@ void MeshInstance3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance3D::create_debug_tangents);
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ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance3D::create_debug_tangents);
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ClassDB::bind_method(D_METHOD("bake_mesh_from_current_blend_shape_mix", "existing"), &MeshInstance3D::bake_mesh_from_current_blend_shape_mix, DEFVAL(Ref<ArrayMesh>()));
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ClassDB::bind_method(D_METHOD("bake_mesh_from_current_blend_shape_mix", "existing"), &MeshInstance3D::bake_mesh_from_current_blend_shape_mix, DEFVAL(Ref<ArrayMesh>()));
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ClassDB::bind_method(D_METHOD("bake_mesh_from_current_skeleton_pose", "existing"), &MeshInstance3D::bake_mesh_from_current_skeleton_pose, DEFVAL(Ref<ArrayMesh>()));
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
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ADD_GROUP("Skeleton", "");
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ADD_GROUP("Skeleton", "");
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@ -102,6 +102,7 @@ public:
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virtual AABB get_aabb() const override;
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virtual AABB get_aabb() const override;
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Ref<ArrayMesh> bake_mesh_from_current_blend_shape_mix(Ref<ArrayMesh> p_existing = Ref<ArrayMesh>());
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Ref<ArrayMesh> bake_mesh_from_current_blend_shape_mix(Ref<ArrayMesh> p_existing = Ref<ArrayMesh>());
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Ref<ArrayMesh> bake_mesh_from_current_skeleton_pose(Ref<ArrayMesh> p_existing = Ref<ArrayMesh>());
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MeshInstance3D();
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MeshInstance3D();
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~MeshInstance3D();
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~MeshInstance3D();
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