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Merge pull request #76725 from smix8/meshbake_blendshapemix_4.x
Add option to bake a mesh from blend shape mix
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commit
79557e7d0b
@ -13,6 +13,14 @@
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<link title="Third Person Shooter (TPS) Demo">https://godotengine.org/asset-library/asset/2710</link>
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</tutorials>
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<methods>
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<method name="bake_mesh_from_current_blend_shape_mix">
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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 from the current [ArrayMesh] with all blend shapes applied according to their current weights and bakes it to the provided [param existing] mesh. If no [param existing] mesh is provided a new [ArrayMesh] is created, baked and returned. Mesh surface materials are not copied.
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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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</method>
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<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" />
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@ -515,6 +515,162 @@ bool MeshInstance3D::_property_get_revert(const StringName &p_name, Variant &r_p
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return false;
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}
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Ref<ArrayMesh> MeshInstance3D::bake_mesh_from_current_blend_shape_mix(Ref<ArrayMesh> p_existing) {
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Ref<ArrayMesh> source_mesh = get_mesh();
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ERR_FAIL_NULL_V_MSG(source_mesh, 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_NULL_V_MSG(p_existing, Ref<ArrayMesh>(), "The existing mesh must be a valid ArrayMesh.");
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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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Mesh::BlendShapeMode blend_shape_mode = source_mesh->get_blend_shape_mode();
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int mesh_surface_count = source_mesh->get_surface_count();
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bake_mesh->clear_surfaces();
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bake_mesh->set_blend_shape_mode(blend_shape_mode);
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for (int surface_index = 0; surface_index < mesh_surface_count; surface_index++) {
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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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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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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) {
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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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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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const Array &blendshapes_mesh_arrays = source_mesh->surface_get_blend_shape_arrays(surface_index);
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int blend_shape_count = source_mesh->get_blend_shape_count();
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ERR_FAIL_COND_V(blendshapes_mesh_arrays.size() != blend_shape_count, Ref<ArrayMesh>());
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for (int blendshape_index = 0; blendshape_index < blend_shape_count; blendshape_index++) {
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float blend_weight = get_blend_shape_value(blendshape_index);
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if (abs(blend_weight) <= 0.0001) {
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continue;
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}
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const Array &blendshape_mesh_arrays = blendshapes_mesh_arrays[blendshape_index];
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const Vector<Vector3> &blendshape_vertex_array = blendshape_mesh_arrays[Mesh::ARRAY_VERTEX];
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const Vector<Vector3> &blendshape_normal_array = blendshape_mesh_arrays[Mesh::ARRAY_NORMAL];
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const Vector<float> &blendshape_tangent_array = blendshape_mesh_arrays[Mesh::ARRAY_TANGENT];
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ERR_FAIL_COND_V(source_mesh_vertex_array.size() != blendshape_vertex_array.size(), Ref<ArrayMesh>());
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ERR_FAIL_COND_V(source_mesh_normal_array.size() != blendshape_normal_array.size(), Ref<ArrayMesh>());
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ERR_FAIL_COND_V(source_mesh_tangent_array.size() != blendshape_tangent_array.size(), Ref<ArrayMesh>());
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const Vector3 *blendshape_vertices_ptr = blendshape_vertex_array.ptr();
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const Vector3 *blendshape_normals_ptr = blendshape_normal_array.ptr();
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const float *blendshape_tangents_ptr = blendshape_tangent_array.ptr();
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if (blend_shape_mode == Mesh::BLEND_SHAPE_MODE_NORMALIZED) {
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for (int i = 0; i < source_mesh_vertex_array.size(); i++) {
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const Vector3 &source_vertex = source_vertices_ptr[i];
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const Vector3 &blendshape_vertex = blendshape_vertices_ptr[i];
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Vector3 lerped_vertex = source_vertex.lerp(blendshape_vertex, blend_weight) - source_vertex;
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lerped_vertices_ptrw[i] += lerped_vertex;
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if (use_normal_array) {
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const Vector3 &source_normal = source_normals_ptr[i];
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const Vector3 &blendshape_normal = blendshape_normals_ptr[i];
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Vector3 lerped_normal = source_normal.lerp(blendshape_normal, blend_weight) - source_normal;
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lerped_normals_ptrw[i] += lerped_normal;
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}
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if (use_tangent_array) {
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int tangent_index = i * 4;
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const Vector4 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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const Vector4 blendshape_tangent = Vector4(
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blendshape_tangents_ptr[tangent_index],
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blendshape_tangents_ptr[tangent_index + 1],
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blendshape_tangents_ptr[tangent_index + 2],
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blendshape_tangents_ptr[tangent_index + 3]);
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Vector4 lerped_tangent = source_tangent.lerp(blendshape_tangent, blend_weight);
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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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lerped_tangents_ptrw[tangent_index + 3] += lerped_tangent.w;
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}
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}
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} else if (blend_shape_mode == Mesh::BLEND_SHAPE_MODE_RELATIVE) {
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for (int i = 0; i < source_mesh_vertex_array.size(); i++) {
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const Vector3 &blendshape_vertex = blendshape_vertices_ptr[i];
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lerped_vertices_ptrw[i] += blendshape_vertex * blend_weight;
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if (use_normal_array) {
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const Vector3 &blendshape_normal = blendshape_normals_ptr[i];
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lerped_normals_ptrw[i] += blendshape_normal * blend_weight;
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}
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if (use_tangent_array) {
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int tangent_index = i * 4;
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const Vector4 blendshape_tangent = Vector4(
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blendshape_tangents_ptr[tangent_index],
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blendshape_tangents_ptr[tangent_index + 1],
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blendshape_tangents_ptr[tangent_index + 2],
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blendshape_tangents_ptr[tangent_index + 3]);
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Vector4 lerped_tangent = blendshape_tangent * blend_weight;
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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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lerped_tangents_ptrw[tangent_index + 3] += lerped_tangent.w;
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}
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}
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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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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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@ -542,6 +698,9 @@ void MeshInstance3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_blend_shape_value", "blend_shape_idx", "value"), &MeshInstance3D::set_blend_shape_value);
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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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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_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
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@ -101,6 +101,8 @@ public:
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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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MeshInstance3D();
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~MeshInstance3D();
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};
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