Remove deprecated asset data upgrades and old model vertex structures
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@@ -97,55 +97,6 @@ void MeshData::InitFromModelVertices(ModelVertex19* vertices, uint32 verticesCou
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}
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}
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void MeshData::InitFromModelVertices(ModelVertex18* vertices, uint32 verticesCount)
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{
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Positions.Resize(verticesCount, false);
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UVs.Resize(verticesCount, false);
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Normals.Resize(verticesCount, false);
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Tangents.Resize(verticesCount, false);
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BitangentSigns.Resize(0);
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LightmapUVs.Resize(verticesCount, false);
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Colors.Resize(0);
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BlendIndices.Resize(0);
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BlendWeights.Resize(0);
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BlendShapes.Resize(0);
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for (uint32 i = 0; i < verticesCount; i++)
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{
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Positions[i] = vertices->Position;
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UVs[i] = vertices->TexCoord.ToFloat2();
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Normals[i] = vertices->Normal.ToFloat3() * 2.0f - 1.0f;
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Tangents[i] = vertices->Tangent.ToFloat3() * 2.0f - 1.0f;
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LightmapUVs[i] = vertices->LightmapUVs.ToFloat2();
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vertices++;
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}
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}
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void MeshData::InitFromModelVertices(ModelVertex15* vertices, uint32 verticesCount)
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{
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Positions.Resize(verticesCount, false);
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UVs.Resize(verticesCount, false);
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Normals.Resize(verticesCount, false);
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Tangents.Resize(verticesCount, false);
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BitangentSigns.Resize(0);
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LightmapUVs.Resize(0);
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Colors.Resize(0);
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BlendIndices.Resize(0);
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BlendWeights.Resize(0);
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BlendShapes.Resize(0);
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for (uint32 i = 0; i < verticesCount; i++)
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{
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Positions[i] = vertices->Position;
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UVs[i] = vertices->TexCoord.ToFloat2();
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Normals[i] = vertices->Normal.ToFloat3() * 2.0f - 1.0f;
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Tangents[i] = vertices->Tangent.ToFloat3() * 2.0f - 1.0f;
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vertices++;
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}
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}
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void MeshData::InitFromModelVertices(VB0ElementType18* vb0, VB1ElementType18* vb1, uint32 verticesCount)
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{
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Positions.Resize(verticesCount, false);
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@@ -210,31 +161,6 @@ void MeshData::InitFromModelVertices(VB0ElementType18* vb0, VB1ElementType18* vb
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}
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}
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void MeshData::InitFromModelVertices(VB0ElementType15* vb0, VB1ElementType15* vb1, uint32 verticesCount)
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{
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Positions.Resize(verticesCount, false);
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UVs.Resize(verticesCount, false);
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Normals.Resize(verticesCount, false);
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Tangents.Resize(verticesCount, false);
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BitangentSigns.Resize(0);
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LightmapUVs.Resize(0, false);
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Colors.Resize(0);
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BlendIndices.Resize(0);
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BlendWeights.Resize(0);
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BlendShapes.Resize(0);
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for (uint32 i = 0; i < verticesCount; i++)
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{
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Positions[i] = vb0->Position;
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UVs[i] = vb1->TexCoord.ToFloat2();
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Normals[i] = vb1->Normal.ToFloat3() * 2.0f - 1.0f;
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Tangents[i] = vb1->Tangent.ToFloat3() * 2.0f - 1.0f;
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vb0++;
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vb1++;
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}
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}
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void MeshData::SetIndexBuffer(void* data, uint32 indicesCount)
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{
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bool use16BitIndexBuffer = indicesCount <= MAX_uint16;
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@@ -339,19 +265,6 @@ bool MeshData::Pack2Model(WriteStream* stream) const
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vb1.Tangent = Float1010102(tangent * 0.5f + 0.5f, static_cast<byte>(bitangentSign < 0 ? 1 : 0));
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vb1.LightmapUVs = Half2(lightmapUV);
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stream->WriteBytes(&vb1, sizeof(vb1));
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// Pack TBN matrix into a quaternion
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/*Quaternion quaternionTBN;
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bool invertedHandednessTBN;
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CalculateQuaternionFromTBN(tangent, bitangent, normal, &quaternionTBN, &invertedHandednessTBN);
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quaternionTBN.Normalize();
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uint32 packedQuaternionTBN = QuantizeNormalizedQuaternionWithHandedness(quaternionTBN, invertedHandednessTBN);
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Float4 unpackedQuaternionTBN = Float4(quaternionTBN.X, quaternionTBN.Y, quaternionTBN.Z, ((invertedHandednessTBN ? 0.0f : 128.0f) + (127.0f * (quaternionTBN.W * 0.5f + 0.5f))) / 255.0f);
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//lods.WriteUint32(packedQuaternionTBN);
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//lods.WriteFloat4(unpackedQuaternionTBN);
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*/
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}
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// Vertex Buffer 2
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