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Fix blendshapes and calculation of bone_aabbs
Blendshapes without a skeleton already worked. However, due to a faulty ERR_FAIL_COND, it was impossible to create a mesh with both bones and blendshapes. This also fixes an assumption that all surfaces reference the same number of bones as surface 0.
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@ -62,9 +62,15 @@ void EditorSceneImporterMesh::add_surface(Mesh::PrimitiveType p_primitive, const
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s.arrays = p_arrays;
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s.name = p_name;
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Vector<Vector3> vertex_array = p_arrays[Mesh::ARRAY_VERTEX];
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int vertex_count = vertex_array.size();
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ERR_FAIL_COND(vertex_count == 0);
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for (int i = 0; i < blend_shapes.size(); i++) {
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Array bsdata = p_blend_shapes[i];
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ERR_FAIL_COND(bsdata.size() != Mesh::ARRAY_MAX);
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Vector<Vector3> vertex_data = bsdata[Mesh::ARRAY_VERTEX];
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ERR_FAIL_COND(vertex_data.size() != vertex_count);
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Surface::BlendShape bs;
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bs.arrays = bsdata;
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s.blend_shape_data.push_back(bs);
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@ -2408,9 +2408,6 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
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Mesh *mesh = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND(!mesh);
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//ensure blend shape consistency
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ERR_FAIL_COND(mesh->blend_shape_count && p_surface.bone_aabbs.size() != mesh->bone_aabbs.size());
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#ifdef DEBUG_ENABLED
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//do a validation, to catch errors first
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{
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@ -2576,6 +2573,11 @@ void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_su
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mesh->bone_aabbs = p_surface.bone_aabbs;
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mesh->aabb = p_surface.aabb;
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} else {
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if (mesh->bone_aabbs.size() < p_surface.bone_aabbs.size()) {
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// ArrayMesh::_surface_set_data only allocates bone_aabbs up to max_bone
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// Each surface may affect different numbers of bones.
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mesh->bone_aabbs.resize(p_surface.bone_aabbs.size());
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}
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for (int i = 0; i < p_surface.bone_aabbs.size(); i++) {
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mesh->bone_aabbs.write[i].merge_with(p_surface.bone_aabbs[i]);
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}
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