Add Split Objects object to split imported meshes/animations into separate assets
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@@ -183,7 +183,6 @@ struct InternalModelOptions
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byte OptimizeKeyframes;
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byte EnableRootMotion;
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MonoString* RootNodeName;
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int32 AnimationIndex;
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// Level Of Detail
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byte GenerateLODs;
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@@ -196,6 +195,10 @@ struct InternalModelOptions
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byte ImportTextures;
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byte RestoreMaterialsOnReimport;
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// Splitting
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byte SplitObjects;
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int32 ObjectIndex;
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static void Convert(InternalModelOptions* from, ImportModelFile::Options* to)
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{
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to->Type = from->Type;
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@@ -223,7 +226,6 @@ struct InternalModelOptions
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to->OptimizeKeyframes = from->OptimizeKeyframes;
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to->EnableRootMotion = from->EnableRootMotion;
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to->RootNodeName = MUtils::ToString(from->RootNodeName);
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to->AnimationIndex = from->AnimationIndex;
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to->GenerateLODs = from->GenerateLODs;
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to->BaseLOD = from->BaseLOD;
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to->LODCount = from->LODCount;
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@@ -231,6 +233,8 @@ struct InternalModelOptions
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to->ImportMaterials = from->ImportMaterials;
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to->ImportTextures = from->ImportTextures;
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to->RestoreMaterialsOnReimport = from->RestoreMaterialsOnReimport;
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to->SplitObjects = from->SplitObjects;
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to->ObjectIndex = from->ObjectIndex;
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}
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static void Convert(ImportModelFile::Options* from, InternalModelOptions* to)
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@@ -260,7 +264,6 @@ struct InternalModelOptions
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to->OptimizeKeyframes = from->OptimizeKeyframes;
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to->EnableRootMotion = from->EnableRootMotion;
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to->RootNodeName = MUtils::ToString(from->RootNodeName);
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to->AnimationIndex = from->AnimationIndex;
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to->GenerateLODs = from->GenerateLODs;
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to->BaseLOD = from->BaseLOD;
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to->LODCount = from->LODCount;
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@@ -268,6 +271,8 @@ struct InternalModelOptions
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to->ImportMaterials = from->ImportMaterials;
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to->ImportTextures = from->ImportTextures;
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to->RestoreMaterialsOnReimport = from->RestoreMaterialsOnReimport;
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to->SplitObjects = from->SplitObjects;
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to->ObjectIndex = from->ObjectIndex;
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}
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};
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