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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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@@ -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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