It finally imports somewhat
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@@ -378,8 +378,8 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Map<std::string, PTex
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std::string subKey = "NormalSub";
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expressions.add(new SubExpression());
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expressions.back()->key = subKey;
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expressions.back()->inputs["lhs"].source = "1";
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expressions.back()->inputs["rhs"].source = mulKey;
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expressions.back()->inputs["lhs"].source = mulKey;
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expressions.back()->inputs["rhs"].source = "float3(1,1,1)";
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outputNormal = subKey;
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}
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@@ -388,7 +388,7 @@ void MeshLoader::loadMaterials(const aiScene* scene, const Map<std::string, PTex
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MaterialNode brdf;
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brdf.profile = "BlinnPhong";
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brdf.variables["baseColor"] = outputDiffuse;
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brdf.variables["specular"] = outputSpecular;
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//brdf.variables["specular"] = outputSpecular;
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if (!outputNormal.empty())
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{
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brdf.variables["normal"] = outputNormal;
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@@ -491,7 +491,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
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Array<uint32> indices(mesh->mNumFaces * 3);
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//#pragma omp parallel for
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for (int32 faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex)
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for (size_t faceIndex = 0; faceIndex < mesh->mNumFaces; ++faceIndex)
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{
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indices[faceIndex * 3 + 0] = mesh->mFaces[faceIndex].mIndices[0];
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indices[faceIndex * 3 + 1] = mesh->mFaces[faceIndex].mIndices[1];
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@@ -503,7 +503,7 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterialIns
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Meshlet::build(positions, indices, meshlets);
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vertexData->loadMesh(id, indices, meshlets);
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collider.physicsMesh.addCollider(positions, indices, Matrix4(1.0f));
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//collider.physicsMesh.addCollider(positions, indices, Matrix4(1.0f));
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globalMeshes[meshIndex] = new Mesh();
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globalMeshes[meshIndex]->vertexData = vertexData;
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