feat: updated engine version to 4.4-rc1
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ee00efde1f
commit
21ba8e33af
5459 changed files with 1128836 additions and 198305 deletions
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@ -36,6 +36,13 @@
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#include "scene/resources/3d/concave_polygon_shape_3d.h"
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#include "scene/resources/3d/convex_polygon_shape_3d.h"
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#include "scene/resources/3d/navigation_mesh_source_geometry_data_3d.h"
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#include "scene/resources/navigation_mesh.h"
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#include "servers/navigation_server_3d.h"
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Callable MeshInstance3D::_navmesh_source_geometry_parsing_callback;
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RID MeshInstance3D::_navmesh_source_geometry_parser;
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bool MeshInstance3D::_set(const StringName &p_name, const Variant &p_value) {
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//this is not _too_ bad performance wise, really. it only arrives here if the property was not set anywhere else.
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//add to it that it's probably found on first call to _set anyway.
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@ -87,17 +94,9 @@ bool MeshInstance3D::_get(const StringName &p_name, Variant &r_ret) const {
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}
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void MeshInstance3D::_get_property_list(List<PropertyInfo> *p_list) const {
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List<String> ls;
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for (const KeyValue<StringName, int> &E : blend_shape_properties) {
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ls.push_back(E.key);
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for (uint32_t i = 0; i < blend_shape_tracks.size(); i++) {
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p_list->push_back(PropertyInfo(Variant::FLOAT, vformat("blend_shapes/%s", String(mesh->get_blend_shape_name(i))), PROPERTY_HINT_RANGE, "-1,1,0.00001"));
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}
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ls.sort();
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for (const String &E : ls) {
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p_list->push_back(PropertyInfo(Variant::FLOAT, E, PROPERTY_HINT_RANGE, "-1,1,0.00001"));
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}
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if (mesh.is_valid()) {
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for (int i = 0; i < mesh->get_surface_count(); i++) {
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p_list->push_back(PropertyInfo(Variant::OBJECT, vformat("%s/%d", PNAME("surface_material_override"), i), PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT));
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@ -142,6 +141,7 @@ int MeshInstance3D::get_blend_shape_count() const {
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}
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return mesh->get_blend_shape_count();
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}
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int MeshInstance3D::find_blend_shape_by_name(const StringName &p_name) {
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if (mesh.is_null()) {
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return -1;
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@ -153,11 +153,13 @@ int MeshInstance3D::find_blend_shape_by_name(const StringName &p_name) {
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}
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return -1;
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}
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float MeshInstance3D::get_blend_shape_value(int p_blend_shape) const {
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ERR_FAIL_COND_V(mesh.is_null(), 0.0);
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ERR_FAIL_INDEX_V(p_blend_shape, (int)blend_shape_tracks.size(), 0);
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return blend_shape_tracks[p_blend_shape];
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}
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void MeshInstance3D::set_blend_shape_value(int p_blend_shape, float p_value) {
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ERR_FAIL_COND(mesh.is_null());
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ERR_FAIL_INDEX(p_blend_shape, (int)blend_shape_tracks.size());
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@ -221,7 +223,7 @@ NodePath MeshInstance3D::get_skeleton_path() {
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}
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AABB MeshInstance3D::get_aabb() const {
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if (!mesh.is_null()) {
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if (mesh.is_valid()) {
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return mesh->get_aabb();
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}
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@ -386,21 +388,24 @@ Ref<Material> MeshInstance3D::get_active_material(int p_surface) const {
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void MeshInstance3D::_mesh_changed() {
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ERR_FAIL_COND(mesh.is_null());
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surface_override_materials.resize(mesh->get_surface_count());
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const int surface_count = mesh->get_surface_count();
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surface_override_materials.resize(surface_count);
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uint32_t initialize_bs_from = blend_shape_tracks.size();
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blend_shape_tracks.resize(mesh->get_blend_shape_count());
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for (uint32_t i = 0; i < blend_shape_tracks.size(); i++) {
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blend_shape_properties["blend_shapes/" + String(mesh->get_blend_shape_name(i))] = i;
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if (i < initialize_bs_from) {
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set_blend_shape_value(i, blend_shape_tracks[i]);
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} else {
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set_blend_shape_value(i, 0);
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if (surface_count > 0) {
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for (uint32_t i = 0; i < blend_shape_tracks.size(); i++) {
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blend_shape_properties["blend_shapes/" + String(mesh->get_blend_shape_name(i))] = i;
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if (i < initialize_bs_from) {
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set_blend_shape_value(i, blend_shape_tracks[i]);
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} else {
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set_blend_shape_value(i, 0);
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}
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}
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}
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int surface_count = mesh->get_surface_count();
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for (int surface_index = 0; surface_index < surface_count; ++surface_index) {
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if (surface_override_materials[surface_index].is_valid()) {
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RS::get_singleton()->instance_set_surface_override_material(get_instance(), surface_index, surface_override_materials[surface_index]->get_rid());
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@ -415,7 +420,7 @@ MeshInstance3D *MeshInstance3D::create_debug_tangents_node() {
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Vector<Color> colors;
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Ref<Mesh> m = get_mesh();
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if (!m.is_valid()) {
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if (m.is_null()) {
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return nullptr;
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}
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@ -517,12 +522,12 @@ bool MeshInstance3D::_property_get_revert(const StringName &p_name, Variant &r_p
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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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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_NULL_V_MSG(p_existing, Ref<ArrayMesh>(), "The existing mesh must be a valid ArrayMesh.");
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ERR_FAIL_COND_V_MSG(p_existing.is_null(), 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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@ -671,6 +676,205 @@ Ref<ArrayMesh> MeshInstance3D::bake_mesh_from_current_blend_shape_mix(Ref<ArrayM
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return bake_mesh;
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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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Ref<TriangleMesh> MeshInstance3D::generate_triangle_mesh() const {
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if (mesh.is_valid()) {
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return mesh->generate_triangle_mesh();
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}
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return Ref<TriangleMesh>();
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}
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void MeshInstance3D::navmesh_parse_init() {
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ERR_FAIL_NULL(NavigationServer3D::get_singleton());
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if (!_navmesh_source_geometry_parser.is_valid()) {
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_navmesh_source_geometry_parsing_callback = callable_mp_static(&MeshInstance3D::navmesh_parse_source_geometry);
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_navmesh_source_geometry_parser = NavigationServer3D::get_singleton()->source_geometry_parser_create();
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NavigationServer3D::get_singleton()->source_geometry_parser_set_callback(_navmesh_source_geometry_parser, _navmesh_source_geometry_parsing_callback);
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}
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}
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void MeshInstance3D::navmesh_parse_source_geometry(const Ref<NavigationMesh> &p_navigation_mesh, Ref<NavigationMeshSourceGeometryData3D> p_source_geometry_data, Node *p_node) {
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MeshInstance3D *mesh_instance = Object::cast_to<MeshInstance3D>(p_node);
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if (mesh_instance == nullptr) {
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return;
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}
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NavigationMesh::ParsedGeometryType parsed_geometry_type = p_navigation_mesh->get_parsed_geometry_type();
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if (parsed_geometry_type == NavigationMesh::PARSED_GEOMETRY_MESH_INSTANCES || parsed_geometry_type == NavigationMesh::PARSED_GEOMETRY_BOTH) {
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Ref<Mesh> mesh = mesh_instance->get_mesh();
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if (mesh.is_valid()) {
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p_source_geometry_data->add_mesh(mesh, mesh_instance->get_global_transform());
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}
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}
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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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@ -700,6 +904,7 @@ 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("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_GROUP("Skeleton", "");
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