diff --git a/doc/classes/MeshInstance3D.xml b/doc/classes/MeshInstance3D.xml
index e5187cf7a17..abbb4c4eebd 100644
--- a/doc/classes/MeshInstance3D.xml
+++ b/doc/classes/MeshInstance3D.xml
@@ -13,6 +13,14 @@
https://godotengine.org/asset-library/asset/2710
+
+
+
+
+ Takes a snapshot from the current [ArrayMesh] with all blend shapes applied according to their current weights and bakes it to the provided [param existing] mesh. If no [param existing] mesh is provided a new [ArrayMesh] is created, baked and returned. Mesh surface materials are not copied.
+ [b]Performance:[/b] [Mesh] data needs to be received from the GPU, stalling the [RenderingServer] in the process.
+
+
diff --git a/scene/3d/mesh_instance_3d.cpp b/scene/3d/mesh_instance_3d.cpp
index 616fb18d537..85bf8846b94 100644
--- a/scene/3d/mesh_instance_3d.cpp
+++ b/scene/3d/mesh_instance_3d.cpp
@@ -515,6 +515,162 @@ bool MeshInstance3D::_property_get_revert(const StringName &p_name, Variant &r_p
return false;
}
+Ref MeshInstance3D::bake_mesh_from_current_blend_shape_mix(Ref p_existing) {
+ Ref source_mesh = get_mesh();
+ ERR_FAIL_NULL_V_MSG(source_mesh, Ref(), "The source mesh must be a valid ArrayMesh.");
+
+ Ref bake_mesh;
+
+ if (p_existing.is_valid()) {
+ ERR_FAIL_NULL_V_MSG(p_existing, Ref(), "The existing mesh must be a valid ArrayMesh.");
+ ERR_FAIL_COND_V_MSG(source_mesh == p_existing, Ref(), "The source mesh can not be the same mesh as the existing mesh.");
+
+ bake_mesh = p_existing;
+ } else {
+ bake_mesh.instantiate();
+ }
+
+ Mesh::BlendShapeMode blend_shape_mode = source_mesh->get_blend_shape_mode();
+ int mesh_surface_count = source_mesh->get_surface_count();
+
+ bake_mesh->clear_surfaces();
+ bake_mesh->set_blend_shape_mode(blend_shape_mode);
+
+ for (int surface_index = 0; surface_index < mesh_surface_count; surface_index++) {
+ uint32_t surface_format = source_mesh->surface_get_format(surface_index);
+
+ ERR_CONTINUE(0 == (surface_format & Mesh::ARRAY_FORMAT_VERTEX));
+
+ const Array &source_mesh_arrays = source_mesh->surface_get_arrays(surface_index);
+
+ ERR_FAIL_COND_V(source_mesh_arrays.size() != RS::ARRAY_MAX, Ref());
+
+ const Vector &source_mesh_vertex_array = source_mesh_arrays[Mesh::ARRAY_VERTEX];
+ const Vector &source_mesh_normal_array = source_mesh_arrays[Mesh::ARRAY_NORMAL];
+ const Vector &source_mesh_tangent_array = source_mesh_arrays[Mesh::ARRAY_TANGENT];
+
+ Array new_mesh_arrays;
+ new_mesh_arrays.resize(Mesh::ARRAY_MAX);
+ for (int i = 0; i < source_mesh_arrays.size(); i++) {
+ if (i == Mesh::ARRAY_VERTEX || i == Mesh::ARRAY_NORMAL || i == Mesh::ARRAY_TANGENT) {
+ continue;
+ }
+ new_mesh_arrays[i] = source_mesh_arrays[i];
+ }
+
+ bool use_normal_array = source_mesh_normal_array.size() == source_mesh_vertex_array.size();
+ bool use_tangent_array = source_mesh_tangent_array.size() / 4 == source_mesh_vertex_array.size();
+
+ Vector lerped_vertex_array = source_mesh_vertex_array;
+ Vector lerped_normal_array = source_mesh_normal_array;
+ Vector lerped_tangent_array = source_mesh_tangent_array;
+
+ const Vector3 *source_vertices_ptr = source_mesh_vertex_array.ptr();
+ const Vector3 *source_normals_ptr = source_mesh_normal_array.ptr();
+ const float *source_tangents_ptr = source_mesh_tangent_array.ptr();
+
+ Vector3 *lerped_vertices_ptrw = lerped_vertex_array.ptrw();
+ Vector3 *lerped_normals_ptrw = lerped_normal_array.ptrw();
+ float *lerped_tangents_ptrw = lerped_tangent_array.ptrw();
+
+ const Array &blendshapes_mesh_arrays = source_mesh->surface_get_blend_shape_arrays(surface_index);
+ int blend_shape_count = source_mesh->get_blend_shape_count();
+ ERR_FAIL_COND_V(blendshapes_mesh_arrays.size() != blend_shape_count, Ref());
+
+ for (int blendshape_index = 0; blendshape_index < blend_shape_count; blendshape_index++) {
+ float blend_weight = get_blend_shape_value(blendshape_index);
+ if (abs(blend_weight) <= 0.0001) {
+ continue;
+ }
+
+ const Array &blendshape_mesh_arrays = blendshapes_mesh_arrays[blendshape_index];
+
+ const Vector &blendshape_vertex_array = blendshape_mesh_arrays[Mesh::ARRAY_VERTEX];
+ const Vector &blendshape_normal_array = blendshape_mesh_arrays[Mesh::ARRAY_NORMAL];
+ const Vector &blendshape_tangent_array = blendshape_mesh_arrays[Mesh::ARRAY_TANGENT];
+
+ ERR_FAIL_COND_V(source_mesh_vertex_array.size() != blendshape_vertex_array.size(), Ref());
+ ERR_FAIL_COND_V(source_mesh_normal_array.size() != blendshape_normal_array.size(), Ref());
+ ERR_FAIL_COND_V(source_mesh_tangent_array.size() != blendshape_tangent_array.size(), Ref());
+
+ const Vector3 *blendshape_vertices_ptr = blendshape_vertex_array.ptr();
+ const Vector3 *blendshape_normals_ptr = blendshape_normal_array.ptr();
+ const float *blendshape_tangents_ptr = blendshape_tangent_array.ptr();
+
+ if (blend_shape_mode == Mesh::BLEND_SHAPE_MODE_NORMALIZED) {
+ for (int i = 0; i < source_mesh_vertex_array.size(); i++) {
+ const Vector3 &source_vertex = source_vertices_ptr[i];
+ const Vector3 &blendshape_vertex = blendshape_vertices_ptr[i];
+ Vector3 lerped_vertex = source_vertex.lerp(blendshape_vertex, blend_weight) - source_vertex;
+ lerped_vertices_ptrw[i] += lerped_vertex;
+
+ if (use_normal_array) {
+ const Vector3 &source_normal = source_normals_ptr[i];
+ const Vector3 &blendshape_normal = blendshape_normals_ptr[i];
+ Vector3 lerped_normal = source_normal.lerp(blendshape_normal, blend_weight) - source_normal;
+ lerped_normals_ptrw[i] += lerped_normal;
+ }
+
+ if (use_tangent_array) {
+ int tangent_index = i * 4;
+ const Vector4 source_tangent = Vector4(
+ source_tangents_ptr[tangent_index],
+ source_tangents_ptr[tangent_index + 1],
+ source_tangents_ptr[tangent_index + 2],
+ source_tangents_ptr[tangent_index + 3]);
+ const Vector4 blendshape_tangent = Vector4(
+ blendshape_tangents_ptr[tangent_index],
+ blendshape_tangents_ptr[tangent_index + 1],
+ blendshape_tangents_ptr[tangent_index + 2],
+ blendshape_tangents_ptr[tangent_index + 3]);
+ Vector4 lerped_tangent = source_tangent.lerp(blendshape_tangent, blend_weight);
+ lerped_tangents_ptrw[tangent_index] += lerped_tangent.x;
+ lerped_tangents_ptrw[tangent_index + 1] += lerped_tangent.y;
+ lerped_tangents_ptrw[tangent_index + 2] += lerped_tangent.z;
+ lerped_tangents_ptrw[tangent_index + 3] += lerped_tangent.w;
+ }
+ }
+ } else if (blend_shape_mode == Mesh::BLEND_SHAPE_MODE_RELATIVE) {
+ for (int i = 0; i < source_mesh_vertex_array.size(); i++) {
+ const Vector3 &blendshape_vertex = blendshape_vertices_ptr[i];
+ lerped_vertices_ptrw[i] += blendshape_vertex * blend_weight;
+
+ if (use_normal_array) {
+ const Vector3 &blendshape_normal = blendshape_normals_ptr[i];
+ lerped_normals_ptrw[i] += blendshape_normal * blend_weight;
+ }
+
+ if (use_tangent_array) {
+ int tangent_index = i * 4;
+ const Vector4 blendshape_tangent = Vector4(
+ blendshape_tangents_ptr[tangent_index],
+ blendshape_tangents_ptr[tangent_index + 1],
+ blendshape_tangents_ptr[tangent_index + 2],
+ blendshape_tangents_ptr[tangent_index + 3]);
+ Vector4 lerped_tangent = blendshape_tangent * blend_weight;
+ lerped_tangents_ptrw[tangent_index] += lerped_tangent.x;
+ lerped_tangents_ptrw[tangent_index + 1] += lerped_tangent.y;
+ lerped_tangents_ptrw[tangent_index + 2] += lerped_tangent.z;
+ lerped_tangents_ptrw[tangent_index + 3] += lerped_tangent.w;
+ }
+ }
+ }
+ }
+
+ new_mesh_arrays[Mesh::ARRAY_VERTEX] = lerped_vertex_array;
+ if (use_normal_array) {
+ new_mesh_arrays[Mesh::ARRAY_NORMAL] = lerped_normal_array;
+ }
+ if (use_tangent_array) {
+ new_mesh_arrays[Mesh::ARRAY_TANGENT] = lerped_tangent_array;
+ }
+
+ bake_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, new_mesh_arrays, Array(), Dictionary(), surface_format);
+ }
+
+ return bake_mesh;
+}
+
void MeshInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance3D::set_mesh);
ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance3D::get_mesh);
@@ -542,6 +698,9 @@ void MeshInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_blend_shape_value", "blend_shape_idx", "value"), &MeshInstance3D::set_blend_shape_value);
ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance3D::create_debug_tangents);
+
+ ClassDB::bind_method(D_METHOD("bake_mesh_from_current_blend_shape_mix", "existing"), &MeshInstance3D::bake_mesh_from_current_blend_shape_mix, DEFVAL(Ref()));
+
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
ADD_GROUP("Skeleton", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
diff --git a/scene/3d/mesh_instance_3d.h b/scene/3d/mesh_instance_3d.h
index d6ae1291d3e..8a7e03c5b36 100644
--- a/scene/3d/mesh_instance_3d.h
+++ b/scene/3d/mesh_instance_3d.h
@@ -101,6 +101,8 @@ public:
virtual AABB get_aabb() const override;
+ Ref bake_mesh_from_current_blend_shape_mix(Ref p_existing = Ref());
+
MeshInstance3D();
~MeshInstance3D();
};