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Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
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@@ -29,7 +29,7 @@
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/*************************************************************************/
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#include "primitive_meshes.h"
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#include "servers/visual_server.h"
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#include "servers/rendering_server.h"
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/**
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PrimitiveMesh
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@@ -37,10 +37,10 @@
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void PrimitiveMesh::_update() const {
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Array arr;
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arr.resize(VS::ARRAY_MAX);
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arr.resize(RS::ARRAY_MAX);
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_create_mesh_array(arr);
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Vector<Vector3> points = arr[VS::ARRAY_VERTEX];
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Vector<Vector3> points = arr[RS::ARRAY_VERTEX];
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aabb = AABB();
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@@ -57,10 +57,10 @@ void PrimitiveMesh::_update() const {
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}
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}
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Vector<int> indices = arr[VS::ARRAY_INDEX];
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Vector<int> indices = arr[RS::ARRAY_INDEX];
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if (flip_faces) {
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Vector<Vector3> normals = arr[VS::ARRAY_NORMAL];
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Vector<Vector3> normals = arr[RS::ARRAY_NORMAL];
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if (normals.size() && indices.size()) {
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@@ -79,17 +79,17 @@ void PrimitiveMesh::_update() const {
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SWAP(w[i + 0], w[i + 1]);
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}
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}
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arr[VS::ARRAY_NORMAL] = normals;
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arr[VS::ARRAY_INDEX] = indices;
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arr[RS::ARRAY_NORMAL] = normals;
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arr[RS::ARRAY_INDEX] = indices;
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}
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}
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array_len = pc;
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index_array_len = indices.size();
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// in with the new
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VisualServer::get_singleton()->mesh_clear(mesh);
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (VisualServer::PrimitiveType)primitive_type, arr);
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VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
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RenderingServer::get_singleton()->mesh_clear(mesh);
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RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (RenderingServer::PrimitiveType)primitive_type, arr);
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RenderingServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
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pending_request = false;
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@@ -136,7 +136,7 @@ Array PrimitiveMesh::surface_get_arrays(int p_surface) const {
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_update();
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}
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return VisualServer::get_singleton()->mesh_surface_get_arrays(mesh, 0);
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return RenderingServer::get_singleton()->mesh_surface_get_arrays(mesh, 0);
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}
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Dictionary PrimitiveMesh::surface_get_lods(int p_surface) const {
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@@ -150,7 +150,7 @@ Array PrimitiveMesh::surface_get_blend_shape_arrays(int p_surface) const {
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uint32_t PrimitiveMesh::surface_get_format(int p_idx) const {
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ERR_FAIL_INDEX_V(p_idx, 1, 0);
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return VS::ARRAY_FORMAT_VERTEX | VS::ARRAY_FORMAT_NORMAL | VS::ARRAY_FORMAT_TANGENT | VS::ARRAY_FORMAT_TEX_UV | VS::ARRAY_FORMAT_INDEX | VS::ARRAY_COMPRESS_DEFAULT;
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return RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL | RS::ARRAY_FORMAT_TANGENT | RS::ARRAY_FORMAT_TEX_UV | RS::ARRAY_FORMAT_INDEX | RS::ARRAY_COMPRESS_DEFAULT;
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}
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Mesh::PrimitiveType PrimitiveMesh::surface_get_primitive_type(int p_idx) const {
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@@ -215,7 +215,7 @@ void PrimitiveMesh::set_material(const Ref<Material> &p_material) {
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material = p_material;
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if (!pending_request) {
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// just apply it, else it'll happen when _update is called.
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VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
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RenderingServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
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_change_notify();
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emit_changed();
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};
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@@ -232,7 +232,7 @@ Array PrimitiveMesh::get_mesh_arrays() const {
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void PrimitiveMesh::set_custom_aabb(const AABB &p_custom) {
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custom_aabb = p_custom;
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VS::get_singleton()->mesh_set_custom_aabb(mesh, custom_aabb);
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RS::get_singleton()->mesh_set_custom_aabb(mesh, custom_aabb);
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emit_changed();
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}
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@@ -254,7 +254,7 @@ PrimitiveMesh::PrimitiveMesh() {
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flip_faces = false;
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// defaults
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mesh = VisualServer::get_singleton()->mesh_create();
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mesh = RenderingServer::get_singleton()->mesh_create();
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// assume primitive triangles as the type, correct for all but one and it will change this :)
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primitive_type = Mesh::PRIMITIVE_TRIANGLES;
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@@ -267,7 +267,7 @@ PrimitiveMesh::PrimitiveMesh() {
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}
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PrimitiveMesh::~PrimitiveMesh() {
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VisualServer::get_singleton()->free(mesh);
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RenderingServer::get_singleton()->free(mesh);
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}
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/**
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@@ -413,11 +413,11 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
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thisrow = point;
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};
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p_arr[VS::ARRAY_VERTEX] = points;
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p_arr[VS::ARRAY_NORMAL] = normals;
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p_arr[VS::ARRAY_TANGENT] = tangents;
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p_arr[VS::ARRAY_TEX_UV] = uvs;
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p_arr[VS::ARRAY_INDEX] = indices;
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p_arr[RS::ARRAY_VERTEX] = points;
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p_arr[RS::ARRAY_NORMAL] = normals;
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p_arr[RS::ARRAY_TANGENT] = tangents;
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p_arr[RS::ARRAY_TEX_UV] = uvs;
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p_arr[RS::ARRAY_INDEX] = indices;
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}
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void CapsuleMesh::_bind_methods() {
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@@ -670,11 +670,11 @@ void CubeMesh::_create_mesh_array(Array &p_arr) const {
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thisrow = point;
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};
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p_arr[VS::ARRAY_VERTEX] = points;
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p_arr[VS::ARRAY_NORMAL] = normals;
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p_arr[VS::ARRAY_TANGENT] = tangents;
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p_arr[VS::ARRAY_TEX_UV] = uvs;
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p_arr[VS::ARRAY_INDEX] = indices;
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p_arr[RS::ARRAY_VERTEX] = points;
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p_arr[RS::ARRAY_NORMAL] = normals;
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p_arr[RS::ARRAY_TANGENT] = tangents;
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p_arr[RS::ARRAY_TEX_UV] = uvs;
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p_arr[RS::ARRAY_INDEX] = indices;
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}
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void CubeMesh::_bind_methods() {
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@@ -871,11 +871,11 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
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};
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};
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p_arr[VS::ARRAY_VERTEX] = points;
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p_arr[VS::ARRAY_NORMAL] = normals;
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p_arr[VS::ARRAY_TANGENT] = tangents;
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p_arr[VS::ARRAY_TEX_UV] = uvs;
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p_arr[VS::ARRAY_INDEX] = indices;
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p_arr[RS::ARRAY_VERTEX] = points;
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p_arr[RS::ARRAY_NORMAL] = normals;
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p_arr[RS::ARRAY_TANGENT] = tangents;
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p_arr[RS::ARRAY_TEX_UV] = uvs;
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p_arr[RS::ARRAY_INDEX] = indices;
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}
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void CylinderMesh::_bind_methods() {
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@@ -1010,11 +1010,11 @@ void PlaneMesh::_create_mesh_array(Array &p_arr) const {
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thisrow = point;
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};
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p_arr[VS::ARRAY_VERTEX] = points;
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p_arr[VS::ARRAY_NORMAL] = normals;
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p_arr[VS::ARRAY_TANGENT] = tangents;
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p_arr[VS::ARRAY_TEX_UV] = uvs;
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p_arr[VS::ARRAY_INDEX] = indices;
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p_arr[RS::ARRAY_VERTEX] = points;
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p_arr[RS::ARRAY_NORMAL] = normals;
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p_arr[RS::ARRAY_TANGENT] = tangents;
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p_arr[RS::ARRAY_TEX_UV] = uvs;
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p_arr[RS::ARRAY_INDEX] = indices;
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}
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void PlaneMesh::_bind_methods() {
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@@ -1270,11 +1270,11 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
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thisrow = point;
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};
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p_arr[VS::ARRAY_VERTEX] = points;
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p_arr[VS::ARRAY_NORMAL] = normals;
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p_arr[VS::ARRAY_TANGENT] = tangents;
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p_arr[VS::ARRAY_TEX_UV] = uvs;
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p_arr[VS::ARRAY_INDEX] = indices;
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p_arr[RS::ARRAY_VERTEX] = points;
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p_arr[RS::ARRAY_NORMAL] = normals;
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p_arr[RS::ARRAY_TANGENT] = tangents;
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p_arr[RS::ARRAY_TEX_UV] = uvs;
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p_arr[RS::ARRAY_INDEX] = indices;
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}
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void PrismMesh::_bind_methods() {
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@@ -1401,10 +1401,10 @@ void QuadMesh::_create_mesh_array(Array &p_arr) const {
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uvs.set(i, quad_uv[j]);
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}
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p_arr[VS::ARRAY_VERTEX] = faces;
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p_arr[VS::ARRAY_NORMAL] = normals;
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p_arr[VS::ARRAY_TANGENT] = tangents;
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p_arr[VS::ARRAY_TEX_UV] = uvs;
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p_arr[RS::ARRAY_VERTEX] = faces;
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p_arr[RS::ARRAY_NORMAL] = normals;
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p_arr[RS::ARRAY_TANGENT] = tangents;
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p_arr[RS::ARRAY_TEX_UV] = uvs;
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}
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void QuadMesh::_bind_methods() {
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@@ -1494,11 +1494,11 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const {
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thisrow = point;
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};
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p_arr[VS::ARRAY_VERTEX] = points;
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p_arr[VS::ARRAY_NORMAL] = normals;
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p_arr[VS::ARRAY_TANGENT] = tangents;
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p_arr[VS::ARRAY_TEX_UV] = uvs;
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p_arr[VS::ARRAY_INDEX] = indices;
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p_arr[RS::ARRAY_VERTEX] = points;
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p_arr[RS::ARRAY_NORMAL] = normals;
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p_arr[RS::ARRAY_TANGENT] = tangents;
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p_arr[RS::ARRAY_TEX_UV] = uvs;
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p_arr[RS::ARRAY_INDEX] = indices;
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}
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void SphereMesh::_bind_methods() {
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@@ -1585,7 +1585,7 @@ void PointMesh::_create_mesh_array(Array &p_arr) const {
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faces.resize(1);
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faces.set(0, Vector3(0.0, 0.0, 0.0));
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p_arr[VS::ARRAY_VERTEX] = faces;
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p_arr[RS::ARRAY_VERTEX] = faces;
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}
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PointMesh::PointMesh() {
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