Fix FBX winding for Nahida preview
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@@ -5,6 +5,7 @@
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#include <XCEngine/Resources/Mesh/MeshImportSettings.h>
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#include <XCEngine/Resources/Material/Material.h>
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#include <XCEngine/Resources/Texture/Texture.h>
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#include <XCEngine/Resources/Texture/TextureImportHeuristics.h>
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#include <XCEngine/Resources/Texture/TextureLoader.h>
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#include <XCEngine/Resources/Texture/TextureImportSettings.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
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@@ -93,7 +94,7 @@ Core::uint32 BuildPostProcessFlags(const MeshImportSettings& settings) {
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if (settings.GetAxisConversion()) {
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flags |= aiProcess_MakeLeftHanded;
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flags |= aiProcess_FlipWindingOrder;
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// The engine treats CCW as front-facing, so keep the imported winding unchanged.
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}
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if (settings.HasImportFlag(MeshImportFlags::FlipUVs)) {
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@@ -174,11 +175,7 @@ Containers::String BuildSubResourcePath(const Containers::String& sourcePath,
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}
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TextureImportSettings BuildMaterialTextureImportSettings(const char* propertyName) {
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TextureImportSettings settings;
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(void)propertyName;
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settings.SetSRGB(false);
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settings.SetTargetFormat(TextureFormat::RGBA8_UNORM);
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return settings;
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return BuildTextureImportSettingsForMaterialProperty(propertyName);
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}
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std::string BuildTextureCacheKey(const std::string& pathKey, const TextureImportSettings& settings) {
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@@ -8,6 +8,7 @@
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#include <XCEngine/Resources/Model/Model.h>
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#include <XCEngine/Resources/Shader/Shader.h>
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#include <XCEngine/Resources/Texture/Texture.h>
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#include <XCEngine/Resources/Texture/TextureImportHeuristics.h>
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#include <XCEngine/Resources/Texture/TextureImportSettings.h>
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#include <XCEngine/Resources/Texture/TextureLoader.h>
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@@ -185,7 +186,7 @@ Core::uint32 BuildPostProcessFlags(const MeshImportSettings& settings) {
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if (settings.GetAxisConversion()) {
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flags |= aiProcess_MakeLeftHanded;
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flags |= aiProcess_FlipWindingOrder;
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// The engine treats CCW as front-facing, so keep the imported winding unchanged.
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}
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if (settings.HasImportFlag(MeshImportFlags::FlipUVs)) {
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@@ -214,11 +215,7 @@ Core::uint32 BuildPostProcessFlags(const MeshImportSettings& settings) {
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}
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TextureImportSettings BuildMaterialTextureImportSettings(const char* propertyName) {
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TextureImportSettings settings;
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(void)propertyName;
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settings.SetSRGB(false);
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settings.SetTargetFormat(TextureFormat::RGBA8_UNORM);
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return settings;
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return BuildTextureImportSettingsForMaterialProperty(propertyName);
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}
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std::string BuildTextureCacheKey(const std::string& pathKey, const TextureImportSettings& settings) {
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