<?xml version="1.0" encoding="UTF-8" ?>
<class name="MeshInstance3D" inherits="GeometryInstance3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Node that instances meshes into a scenario.
	</brief_description>
	<description>
		MeshInstance3D is a node that takes a [Mesh] resource and adds it to the current scenario by creating an instance of it. This is the class most often used to render 3D geometry and can be used to instance a single [Mesh] in many places. This allows reusing geometry, which can save on resources. When a [Mesh] has to be instantiated more than thousands of times at close proximity, consider using a [MultiMesh] in a [MultiMeshInstance3D] instead.
	</description>
	<tutorials>
		<link title="3D Material Testers Demo">https://godotengine.org/asset-library/asset/2742</link>
		<link title="3D Kinematic Character Demo">https://godotengine.org/asset-library/asset/2739</link>
		<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/2748</link>
		<link title="Third Person Shooter (TPS) Demo">https://godotengine.org/asset-library/asset/2710</link>
	</tutorials>
	<methods>
		<method name="bake_mesh_from_current_blend_shape_mix">
			<return type="ArrayMesh" />
			<param index="0" name="existing" type="ArrayMesh" default="null" />
			<description>
				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.
			</description>
		</method>
		<method name="bake_mesh_from_current_skeleton_pose">
			<return type="ArrayMesh" />
			<param index="0" name="existing" type="ArrayMesh" default="null" />
			<description>
				Takes a snapshot of the current animated skeleton pose of the skinned mesh and bakes it to the provided [param existing] mesh. If no [param existing] mesh is provided a new [ArrayMesh] is created, baked, and returned. Requires a skeleton with a registered skin to work. Blendshapes are ignored. Mesh surface materials are not copied.
				[b]Performance:[/b] [Mesh] data needs to be retrieved from the GPU, stalling the [RenderingServer] in the process.
			</description>
		</method>
		<method name="create_convex_collision">
			<return type="void" />
			<param index="0" name="clean" type="bool" default="true" />
			<param index="1" name="simplify" type="bool" default="false" />
			<description>
				This helper creates a [StaticBody3D] child node with a [ConvexPolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing.
				If [param clean] is [code]true[/code] (default), duplicate and interior vertices are removed automatically. You can set it to [code]false[/code] to make the process faster if not needed.
				If [param simplify] is [code]true[/code], the geometry can be further simplified to reduce the number of vertices. Disabled by default.
			</description>
		</method>
		<method name="create_debug_tangents">
			<return type="void" />
			<description>
				This helper creates a [MeshInstance3D] child node with gizmos at every vertex calculated from the mesh geometry. It's mainly used for testing.
			</description>
		</method>
		<method name="create_multiple_convex_collisions">
			<return type="void" />
			<param index="0" name="settings" type="MeshConvexDecompositionSettings" default="null" />
			<description>
				This helper creates a [StaticBody3D] child node with multiple [ConvexPolygonShape3D] collision shapes calculated from the mesh geometry via convex decomposition. The convex decomposition operation can be controlled with parameters from the optional [param settings].
			</description>
		</method>
		<method name="create_trimesh_collision">
			<return type="void" />
			<description>
				This helper creates a [StaticBody3D] child node with a [ConcavePolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing.
			</description>
		</method>
		<method name="find_blend_shape_by_name">
			<return type="int" />
			<param index="0" name="name" type="StringName" />
			<description>
				Returns the index of the blend shape with the given [param name]. Returns [code]-1[/code] if no blend shape with this name exists, including when [member mesh] is [code]null[/code].
			</description>
		</method>
		<method name="get_active_material" qualifiers="const">
			<return type="Material" />
			<param index="0" name="surface" type="int" />
			<description>
				Returns the [Material] that will be used by the [Mesh] when drawing. This can return the [member GeometryInstance3D.material_override], the surface override [Material] defined in this [MeshInstance3D], or the surface [Material] defined in the [member mesh]. For example, if [member GeometryInstance3D.material_override] is used, all surfaces will return the override material.
				Returns [code]null[/code] if no material is active, including when [member mesh] is [code]null[/code].
			</description>
		</method>
		<method name="get_blend_shape_count" qualifiers="const">
			<return type="int" />
			<description>
				Returns the number of blend shapes available. Produces an error if [member mesh] is [code]null[/code].
			</description>
		</method>
		<method name="get_blend_shape_value" qualifiers="const">
			<return type="float" />
			<param index="0" name="blend_shape_idx" type="int" />
			<description>
				Returns the value of the blend shape at the given [param blend_shape_idx]. Returns [code]0.0[/code] and produces an error if [member mesh] is [code]null[/code] or doesn't have a blend shape at that index.
			</description>
		</method>
		<method name="get_skin_reference" qualifiers="const">
			<return type="SkinReference" />
			<description>
				Returns the internal [SkinReference] containing the skeleton's [RID] attached to this RID. See also [method Resource.get_rid], [method SkinReference.get_skeleton], and [method RenderingServer.instance_attach_skeleton].
			</description>
		</method>
		<method name="get_surface_override_material" qualifiers="const">
			<return type="Material" />
			<param index="0" name="surface" type="int" />
			<description>
				Returns the override [Material] for the specified [param surface] of the [Mesh] resource. See also [method get_surface_override_material_count].
				[b]Note:[/b] This returns the [Material] associated to the [MeshInstance3D]'s Surface Material Override properties, not the material within the [Mesh] resource. To get the material within the [Mesh] resource, use [method Mesh.surface_get_material] instead.
			</description>
		</method>
		<method name="get_surface_override_material_count" qualifiers="const">
			<return type="int" />
			<description>
				Returns the number of surface override materials. This is equivalent to [method Mesh.get_surface_count]. See also [method get_surface_override_material].
			</description>
		</method>
		<method name="set_blend_shape_value">
			<return type="void" />
			<param index="0" name="blend_shape_idx" type="int" />
			<param index="1" name="value" type="float" />
			<description>
				Sets the value of the blend shape at [param blend_shape_idx] to [param value]. Produces an error if [member mesh] is [code]null[/code] or doesn't have a blend shape at that index.
			</description>
		</method>
		<method name="set_surface_override_material">
			<return type="void" />
			<param index="0" name="surface" type="int" />
			<param index="1" name="material" type="Material" />
			<description>
				Sets the override [param material] for the specified [param surface] of the [Mesh] resource. This material is associated with this [MeshInstance3D] rather than with [member mesh].
				[b]Note:[/b] This assigns the [Material] associated to the [MeshInstance3D]'s Surface Material Override properties, not the material within the [Mesh] resource. To set the material within the [Mesh] resource, use [method Mesh.surface_set_material] instead.
			</description>
		</method>
	</methods>
	<members>
		<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
			The [Mesh] resource for the instance.
		</member>
		<member name="skeleton" type="NodePath" setter="set_skeleton_path" getter="get_skeleton_path" default="NodePath(&quot;&quot;)">
			[NodePath] to the [Skeleton3D] associated with the instance.
			[b]Note:[/b] The default value of this property has changed in Godot 4.6. Enable [member ProjectSettings.animation/compatibility/default_parent_skeleton_in_mesh_instance_3d] if the old behavior is needed for compatibility.
		</member>
		<member name="skin" type="Skin" setter="set_skin" getter="get_skin">
			The [Skin] to be used by this instance.
		</member>
	</members>
</class>
