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https://github.com/TorqueGameEngines/Torque3D.git
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update assimp to 6.0.5
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2d2eb57e2e
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941 changed files with 22718 additions and 12240 deletions
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@ -1,9 +1,7 @@
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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2024, assimp team
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Copyright (c) 2006-2026, assimp team
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All rights reserved.
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@ -44,142 +42,116 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef AI_TEXTURE_TRANSFORM_H_INCLUDED
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#define AI_TEXTURE_TRANSFORM_H_INCLUDED
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#include <assimp/BaseImporter.h>
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#include "Common/BaseProcess.h"
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#include <assimp/BaseImporter.h>
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#include <assimp/material.h>
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#include <list>
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struct aiNode;
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struct aiMaterial;
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namespace Assimp {
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namespace Assimp {
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#define AI_TT_UV_IDX_LOCK_TBD 0xffffffff
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#define AI_TT_UV_IDX_LOCK_NONE 0xeeeeeeee
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#define AI_TT_ROTATION_EPSILON ((float)AI_DEG_TO_RAD(0.5))
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// ---------------------------------------------------------------------------
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/** Small helper structure representing a shortcut into the material list
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* to be able to update some values quickly.
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*/
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/**
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* @brief Small helper structure representing a shortcut into the material list
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* to be able to update some values quickly.
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*/
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struct TTUpdateInfo {
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TTUpdateInfo() AI_NO_EXCEPT
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: directShortcut(nullptr)
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, mat(nullptr)
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, semantic(0)
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, index(0) {
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// empty
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}
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//! Direct shortcut, if available
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unsigned int* directShortcut;
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unsigned int* directShortcut = nullptr;
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//! Material
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aiMaterial *mat;
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aiMaterial *mat = nullptr;
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//! Texture type and index
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unsigned int semantic, index;
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//! Texture type
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unsigned int semantic = 0;
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//! Texture index
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unsigned int index = 0;
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};
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// ---------------------------------------------------------------------------
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/** Helper class representing texture coordinate transformations
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*/
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/**
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* @brief Helper class representing texture coordinate transformations
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*/
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struct STransformVecInfo : public aiUVTransform {
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STransformVecInfo() AI_NO_EXCEPT
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: uvIndex(0)
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, mapU(aiTextureMapMode_Wrap)
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, mapV(aiTextureMapMode_Wrap)
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, lockedPos(AI_TT_UV_IDX_LOCK_NONE) {
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// empty
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}
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//! Source texture coordinate index
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unsigned int uvIndex;
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unsigned int uvIndex = 0;
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//! Texture mapping mode in the u, v direction
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aiTextureMapMode mapU,mapV;
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//! Texture mapping mode in the u direction
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aiTextureMapMode mapU = aiTextureMapMode_Wrap;
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//! Texture mapping mode in the v direction
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aiTextureMapMode mapV = aiTextureMapMode_Wrap;
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//! Locked destination UV index
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//! AI_TT_UV_IDX_LOCK_TBD - to be determined
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//! AI_TT_UV_IDX_LOCK_NONE - none (default)
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unsigned int lockedPos;
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unsigned int lockedPos = AI_TT_UV_IDX_LOCK_NONE;
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//! Update info - shortcuts into all materials
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//! that are referencing this transform setup
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std::list<TTUpdateInfo> updateList;
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// -------------------------------------------------------------------
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/** Compare two transform setups
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*/
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inline bool operator== (const STransformVecInfo& other) const
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{
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inline bool operator== (const STransformVecInfo& other) const {
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// We use a small epsilon here
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const static float epsilon = 0.05f;
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if (std::fabs( mTranslation.x - other.mTranslation.x ) > epsilon ||
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std::fabs( mTranslation.y - other.mTranslation.y ) > epsilon)
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{
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std::fabs( mTranslation.y - other.mTranslation.y ) > epsilon) {
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return false;
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}
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if (std::fabs( mScaling.x - other.mScaling.x ) > epsilon ||
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std::fabs( mScaling.y - other.mScaling.y ) > epsilon)
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{
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std::fabs( mScaling.y - other.mScaling.y ) > epsilon) {
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return false;
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}
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if (std::fabs( mRotation - other.mRotation) > epsilon)
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{
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if (std::fabs( mRotation - other.mRotation) > epsilon) {
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return false;
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}
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return true;
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}
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inline bool operator!= (const STransformVecInfo& other) const
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{
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inline bool operator!= (const STransformVecInfo& other) const {
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return !(*this == other);
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}
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// -------------------------------------------------------------------
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/** Returns whether this is an untransformed texture coordinate set
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*/
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inline bool IsUntransformed() const
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{
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/**
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* @brief Returns whether this is an untransformed texture coordinate set
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*/
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inline bool IsUntransformed() const {
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return (1.0f == mScaling.x && 1.f == mScaling.y &&
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!mTranslation.x && !mTranslation.y &&
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mRotation < AI_TT_ROTATION_EPSILON);
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!mTranslation.x && !mTranslation.y && mRotation < AI_TT_ROTATION_EPSILON);
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}
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// -------------------------------------------------------------------
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/** Build a 3x3 matrix from the transformations
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*/
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inline void GetMatrix(aiMatrix3x3& mOut)
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{
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/**
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* @brief Build a 3x3 matrix from the transformations
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*/
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inline void GetMatrix(aiMatrix3x3& mOut) {
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mOut = aiMatrix3x3();
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if (1.0f != mScaling.x || 1.0f != mScaling.y)
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{
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if (1.0f != mScaling.x || 1.0f != mScaling.y) {
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aiMatrix3x3 mScale;
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mScale.a1 = mScaling.x;
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mScale.b2 = mScaling.y;
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mOut = mScale;
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}
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if (mRotation)
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{
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if (mRotation) {
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aiMatrix3x3 mRot;
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mRot.a1 = mRot.b2 = std::cos(mRotation);
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mRot.a2 = mRot.b1 = std::sin(mRotation);
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mRot.a2 = -mRot.a2;
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mOut *= mRot;
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}
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if (mTranslation.x || mTranslation.y)
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{
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if (mTranslation.x || mTranslation.y) {
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aiMatrix3x3 mTrans;
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mTrans.a3 = mTranslation.x;
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mTrans.b3 = mTranslation.y;
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@ -188,16 +160,18 @@ struct STransformVecInfo : public aiUVTransform {
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}
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};
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// ---------------------------------------------------------------------------
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/** Helper step to compute final UV coordinate sets if there are scalings
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/**
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* @brief Helper step to compute final UV coordinate sets if there are scalings
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* or rotations in the original data read from the file.
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*/
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class TextureTransformStep : public BaseProcess {
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*/
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class TextureTransformStep final : public BaseProcess {
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public:
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// -------------------------------------------------------------------
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/// The default class constructor / destructor.
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TextureTransformStep();
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/// The default class constructor. /
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TextureTransformStep() = default;
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/// The default class destructor.
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~TextureTransformStep() override = default;
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// -------------------------------------------------------------------
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@ -211,16 +185,17 @@ public:
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protected:
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// -------------------------------------------------------------------
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/** Preprocess a specific UV transformation setup
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/**
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* @brief Preprocess a specific UV transformation setup
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*
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* @param info Transformation setup to be preprocessed.
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*/
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*/
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void PreProcessUVTransform(STransformVecInfo& info);
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private:
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unsigned int configFlags;
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};
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} // namespace Assimp
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#endif //! AI_TEXTURE_TRANSFORM_H_INCLUDED
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