mirror of
https://github.com/Relintai/mesh_utils.git
synced 2024-11-12 10:25:24 +01:00
493 lines
12 KiB
C++
493 lines
12 KiB
C++
/*
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Copyright (c) 2019-2021 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRMeshUtils OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNMeshUtils FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "mesh_utils.h"
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#include "core/variant.h"
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#include visual_server_h
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#include "xatlas/xatlas.h"
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#if GODOT4
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#define Texture Texture2D
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#endif
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MeshUtils *MeshUtils::_instance;
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MeshUtils *MeshUtils::get_singleton() {
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return _instance;
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}
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Array MeshUtils::merge_mesh_array(Array arr) const {
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ERR_FAIL_COND_V(arr.size() != VisualServer::ARRAY_MAX, arr);
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PoolVector3Array verts = arr[VisualServer::ARRAY_VERTEX];
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PoolVector3Array normals = arr[VisualServer::ARRAY_NORMAL];
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PoolVector2Array uvs = arr[VisualServer::ARRAY_TEX_UV];
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PoolColorArray colors = arr[VisualServer::ARRAY_COLOR];
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PoolIntArray indices = arr[VisualServer::ARRAY_INDEX];
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PoolIntArray bones = arr[VisualServer::ARRAY_BONES];
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PoolRealArray weights = arr[VisualServer::ARRAY_WEIGHTS];
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int i = 0;
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while (i < verts.size()) {
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Vector3 v = verts[i];
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Array equals;
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for (int j = i + 1; j < verts.size(); ++j) {
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Vector3 vc = verts[j];
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if (Math::is_equal_approx(v.x, vc.x) && Math::is_equal_approx(v.y, vc.y) && Math::is_equal_approx(v.z, vc.z))
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equals.push_back(j);
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}
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for (int k = 0; k < equals.size(); ++k) {
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int rem = equals[k];
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int remk = rem - k;
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verts.remove(remk);
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normals.remove(remk);
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uvs.remove(remk);
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colors.remove(remk);
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int bindex = remk * 4;
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for (int l = 0; l < 4; ++l) {
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bones.remove(bindex);
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weights.remove(bindex);
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}
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for (int j = 0; j < indices.size(); ++j) {
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int indx = indices[j];
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if (indx == remk)
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indices.set(j, i);
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else if (indx > remk)
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indices.set(j, indx - 1);
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}
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}
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++i;
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}
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arr[VisualServer::ARRAY_VERTEX] = verts;
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if (normals.size() > 0)
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arr[VisualServer::ARRAY_NORMAL] = normals;
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if (uvs.size() > 0)
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arr[VisualServer::ARRAY_TEX_UV] = uvs;
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if (colors.size() > 0)
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arr[VisualServer::ARRAY_COLOR] = colors;
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if (indices.size() > 0)
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arr[VisualServer::ARRAY_INDEX] = indices;
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if (bones.size() > 0)
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arr[VisualServer::ARRAY_BONES] = bones;
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if (weights.size() > 0)
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arr[VisualServer::ARRAY_WEIGHTS] = weights;
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return arr;
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}
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Array MeshUtils::bake_mesh_array_uv(Array arr, Ref<Texture> tex, float mul_color) const {
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ERR_FAIL_COND_V(arr.size() != VisualServer::ARRAY_MAX, arr);
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ERR_FAIL_COND_V(!tex.is_valid(), arr);
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Ref<Image> img = tex->get_data();
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ERR_FAIL_COND_V(!img.is_valid(), arr);
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Vector2 imgsize = img->get_size();
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PoolVector2Array uvs = arr[VisualServer::ARRAY_TEX_UV];
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PoolColorArray colors = arr[VisualServer::ARRAY_COLOR];
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#if !GODOT4
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img->lock();
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#endif
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for (int i = 0; i < uvs.size(); ++i) {
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Vector2 uv = uvs[i];
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uv *= imgsize;
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Color c = img->get_pixelv(uv);
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colors.set(i, colors[i] * c * mul_color);
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}
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#if !GODOT4
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img->unlock();
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#endif
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arr[VisualServer::ARRAY_COLOR] = colors;
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return arr;
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}
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//If normals are present they need to match too to be removed
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Array MeshUtils::remove_doubles(Array arr) const {
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ERR_FAIL_COND_V(arr.size() != VisualServer::ARRAY_MAX, arr);
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PoolVector3Array verts = arr[VisualServer::ARRAY_VERTEX];
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PoolVector3Array normals = arr[VisualServer::ARRAY_NORMAL];
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PoolVector2Array uvs = arr[VisualServer::ARRAY_TEX_UV];
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PoolColorArray colors = arr[VisualServer::ARRAY_COLOR];
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PoolIntArray indices = arr[VisualServer::ARRAY_INDEX];
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PoolIntArray bones = arr[VisualServer::ARRAY_BONES];
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PoolRealArray weights = arr[VisualServer::ARRAY_WEIGHTS];
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ERR_FAIL_COND_V(normals.size() != 0 && normals.size() != verts.size(), Array());
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ERR_FAIL_COND_V(uvs.size() != 0 && normals.size() != verts.size(), Array());
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ERR_FAIL_COND_V(colors.size() != 0 && normals.size() != verts.size(), Array());
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ERR_FAIL_COND_V(bones.size() != 0 && bones.size() != (verts.size() * 4), Array());
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ERR_FAIL_COND_V(weights.size() != 0 && weights.size() != (verts.size() * 4), Array());
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ERR_FAIL_COND_V(bones.size() != weights.size(), Array());
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Vector3 v;
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Vector3 normal;
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Vector2 uv;
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Color color;
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PoolIntArray bone;
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bone.resize(4);
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PoolRealArray weight;
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weight.resize(4);
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int i = 0;
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while (i < verts.size()) {
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v = verts[i];
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if (normals.size() != 0) {
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normal = normals[i];
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}
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if (uvs.size() != 0) {
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uv = uvs[i];
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}
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if (colors.size() != 0) {
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color = colors[i];
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}
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if (bones.size() != 0) {
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int indx = i * 4;
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for (int l = 0; l < 4; ++l) {
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bone.set(l, bones[indx + l]);
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weight.set(l, weights[indx + l]);
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}
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}
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Array equals;
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for (int j = i + 1; j < verts.size(); ++j) {
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Vector3 vc = verts[j];
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if (normals.size() != 0) {
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if (!normals[j].is_equal_approx(normal)) {
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continue;
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}
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}
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if (uvs.size() != 0) {
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if (!uvs[j].is_equal_approx(uv)) {
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continue;
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}
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}
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if (colors.size() != 0) {
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if (!colors[j].is_equal_approx(color)) {
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continue;
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}
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}
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if (bones.size() != 0) {
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bool bequals = true;
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int indx = i * 4;
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for (int l = 0; l < 4; ++l) {
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if (bones[indx + l] != bone[l]) {
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bequals = false;
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break;
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}
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if (!Math::is_equal_approx(weights[indx + l], weight[l])) {
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bequals = false;
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break;
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}
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}
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if (!bequals) {
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continue;
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}
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}
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if (vc.is_equal_approx(v)) {
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equals.push_back(j);
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}
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}
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for (int k = 0; k < equals.size(); ++k) {
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int rem = equals[k];
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int remk = rem - k;
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verts.remove(remk);
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if (normals.size() > 0) {
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normals.remove(remk);
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}
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if (uvs.size() > 0) {
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uvs.remove(remk);
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}
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if (colors.size() > 0) {
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colors.remove(remk);
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}
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if (bones.size() > 0) {
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int bindex = remk * 4;
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for (int l = 0; l < 4; ++l) {
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bones.remove(bindex);
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weights.remove(bindex);
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}
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}
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for (int j = 0; j < indices.size(); ++j) {
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int indx = indices[j];
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if (indx == remk)
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indices.set(j, i);
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else if (indx > remk)
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indices.set(j, indx - 1);
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}
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}
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++i;
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}
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Array retarr;
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retarr.resize(VisualServer::ARRAY_MAX);
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retarr[VisualServer::ARRAY_VERTEX] = verts;
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if (normals.size() > 0)
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retarr[VisualServer::ARRAY_NORMAL] = normals;
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if (uvs.size() > 0)
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retarr[VisualServer::ARRAY_TEX_UV] = uvs;
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if (colors.size() > 0)
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retarr[VisualServer::ARRAY_COLOR] = colors;
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if (indices.size() > 0)
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retarr[VisualServer::ARRAY_INDEX] = indices;
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if (bones.size() > 0)
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retarr[VisualServer::ARRAY_BONES] = bones;
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if (weights.size() > 0)
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retarr[VisualServer::ARRAY_WEIGHTS] = weights;
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return retarr;
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}
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//Normals are always interpolated, merged
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Array MeshUtils::remove_doubles_interpolate_normals(Array arr) const {
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ERR_FAIL_COND_V(arr.size() != VisualServer::ARRAY_MAX, arr);
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PoolVector3Array verts = arr[VisualServer::ARRAY_VERTEX];
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PoolVector3Array normals = arr[VisualServer::ARRAY_NORMAL];
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PoolVector2Array uvs = arr[VisualServer::ARRAY_TEX_UV];
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PoolColorArray colors = arr[VisualServer::ARRAY_COLOR];
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PoolIntArray indices = arr[VisualServer::ARRAY_INDEX];
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PoolIntArray bones = arr[VisualServer::ARRAY_BONES];
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PoolRealArray weights = arr[VisualServer::ARRAY_WEIGHTS];
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ERR_FAIL_COND_V(normals.size() != 0 && normals.size() != verts.size(), Array());
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ERR_FAIL_COND_V(uvs.size() != 0 && normals.size() != verts.size(), Array());
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ERR_FAIL_COND_V(colors.size() != 0 && normals.size() != verts.size(), Array());
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ERR_FAIL_COND_V(bones.size() != 0 && bones.size() != (verts.size() * 4), Array());
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ERR_FAIL_COND_V(weights.size() != 0 && weights.size() != (verts.size() * 4), Array());
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ERR_FAIL_COND_V(bones.size() != weights.size(), Array());
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Vector3 v;
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Vector2 uv;
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Color color;
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PoolIntArray bone;
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bone.resize(4);
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PoolRealArray weight;
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weight.resize(4);
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int i = 0;
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while (i < verts.size()) {
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v = verts[i];
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if (uvs.size() != 0) {
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uv = uvs[i];
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}
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if (colors.size() != 0) {
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color = colors[i];
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}
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if (bones.size() != 0) {
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int indx = i * 4;
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for (int l = 0; l < 4; ++l) {
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bone.set(l, bones[indx + l]);
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weight.set(l, weights[indx + l]);
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}
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}
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Array equals;
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for (int j = i + 1; j < verts.size(); ++j) {
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Vector3 vc = verts[j];
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if (uvs.size() != 0) {
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if (!uvs[j].is_equal_approx(uv)) {
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continue;
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}
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}
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if (colors.size() != 0) {
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if (!colors[j].is_equal_approx(color)) {
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continue;
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}
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}
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if (bones.size() != 0) {
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bool bequals = true;
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int indx = i * 4;
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for (int l = 0; l < 4; ++l) {
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if (bones[indx + l] != bone[l]) {
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bequals = false;
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break;
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}
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if (!Math::is_equal_approx(weights[indx + l], weight[l])) {
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bequals = false;
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break;
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}
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}
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if (!bequals) {
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continue;
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}
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}
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if (vc.is_equal_approx(v)) {
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equals.push_back(j);
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}
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}
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Vector3 normal;
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for (int k = 0; k < equals.size(); ++k) {
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int rem = equals[k];
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int remk = rem - k;
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verts.remove(remk);
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if (normals.size() > 0) {
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Vector3 n = normals[remk];
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normals.remove(remk);
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if (k == 0) {
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normal = n;
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} else {
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normal = normal.linear_interpolate(n, 0.5);
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}
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}
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if (uvs.size() > 0) {
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uvs.remove(remk);
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}
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if (colors.size() > 0) {
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colors.remove(remk);
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}
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if (bones.size() > 0) {
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int bindex = remk * 4;
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for (int l = 0; l < 4; ++l) {
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bones.remove(bindex);
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weights.remove(bindex);
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}
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}
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for (int j = 0; j < indices.size(); ++j) {
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int indx = indices[j];
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if (indx == remk)
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indices.set(j, i);
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else if (indx > remk)
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indices.set(j, indx - 1);
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}
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}
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++i;
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}
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Array retarr;
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retarr.resize(VisualServer::ARRAY_MAX);
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retarr[VisualServer::ARRAY_VERTEX] = verts;
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if (normals.size() > 0)
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retarr[VisualServer::ARRAY_NORMAL] = normals;
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if (uvs.size() > 0)
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retarr[VisualServer::ARRAY_TEX_UV] = uvs;
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if (colors.size() > 0)
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retarr[VisualServer::ARRAY_COLOR] = colors;
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if (indices.size() > 0)
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retarr[VisualServer::ARRAY_INDEX] = indices;
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if (bones.size() > 0)
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retarr[VisualServer::ARRAY_BONES] = bones;
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if (weights.size() > 0)
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retarr[VisualServer::ARRAY_WEIGHTS] = weights;
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return retarr;
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}
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PoolVector2Array MeshUtils::uv_unwrap(Array arr) const {
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xatlas_mu::Atlas * a = xatlas_mu::Create();
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xatlas_mu::Destroy(a);
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return PoolVector2Array();
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}
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MeshUtils::MeshUtils() {
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_instance = this;
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}
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MeshUtils::~MeshUtils() {
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_instance = NULL;
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}
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void MeshUtils::_bind_methods() {
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ClassDB::bind_method(D_METHOD("merge_mesh_array", "arr"), &MeshUtils::merge_mesh_array);
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ClassDB::bind_method(D_METHOD("bake_mesh_array_uv", "arr", "tex", "mul_color"), &MeshUtils::bake_mesh_array_uv, DEFVAL(0.7));
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ClassDB::bind_method(D_METHOD("remove_doubles", "arr"), &MeshUtils::remove_doubles);
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ClassDB::bind_method(D_METHOD("remove_doubles_interpolate_normals", "arr"), &MeshUtils::remove_doubles_interpolate_normals);
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ClassDB::bind_method(D_METHOD("uv_unwrap", "arr"), &MeshUtils::uv_unwrap);
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}
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#if GODOT4
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#undef Texture
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#endif |