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https://github.com/Laupetin/OpenAssetTools.git
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chore: use const and reference whenever possible
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@@ -170,17 +170,17 @@ namespace
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}
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}
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void loadWorldData(ufbx_scene* scene, BSPData* bsp, bool isGfxData)
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void loadWorldData(const ufbx_scene& scene, BSPData& bsp, const bool isGfxData)
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{
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bool hasTangentSpace = true;
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for (ufbx_node* node : scene->nodes)
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for (ufbx_node* node : scene.nodes)
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{
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if (node->attrib_type == UFBX_ELEMENT_MESH)
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{
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if (isGfxData)
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addFBXMeshToWorld(node, bsp->gfxWorld.surfaces, bsp->gfxWorld.vertices, bsp->gfxWorld.indices, hasTangentSpace);
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addFBXMeshToWorld(node, bsp.gfxWorld.surfaces, bsp.gfxWorld.vertices, bsp.gfxWorld.indices, hasTangentSpace);
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else
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addFBXMeshToWorld(node, bsp->colWorld.surfaces, bsp->colWorld.vertices, bsp->colWorld.indices, hasTangentSpace);
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addFBXMeshToWorld(node, bsp.colWorld.surfaces, bsp.colWorld.vertices, bsp.colWorld.indices, hasTangentSpace);
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}
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else
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{
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@@ -195,7 +195,7 @@ namespace
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namespace BSP
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{
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std::unique_ptr<BSPData> createBSPData(std::string& mapName, ISearchPath& searchPath)
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std::unique_ptr<BSPData> createBSPData(const std::string& mapName, ISearchPath& searchPath)
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{
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std::string gfxFbxFileName = "map_gfx.fbx";
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std::string gfxFbxPath = BSPUtil::getFileNameForBSPAsset(gfxFbxFileName);
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@@ -228,8 +228,8 @@ namespace BSP
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ufbx_scene* colScene;
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std::string colFbxFileName = "map_col.fbx";
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std::string colFbxPath = BSPUtil::getFileNameForBSPAsset(colFbxFileName);
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auto colFile = searchPath.Open(colFbxPath);
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const auto colFbxPath = BSPUtil::getFileNameForBSPAsset(colFbxFileName);
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const auto colFile = searchPath.Open(colFbxPath);
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if (!colFile.IsOpen())
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{
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con::warn("Failed to open map collison fbx file: {}. map gfx will be used for collision instead.", colFbxPath);
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@@ -264,8 +264,8 @@ namespace BSP
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bsp->name = mapName;
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bsp->bspName = "maps/mp/" + mapName + ".d3dbsp";
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loadWorldData(gfxScene, bsp.get(), true);
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loadWorldData(colScene, bsp.get(), false);
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loadWorldData(*gfxScene, *bsp, true);
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loadWorldData(*colScene, *bsp, false);
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ufbx_free_scene(gfxScene);
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if (gfxScene != colScene)
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