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Style: Set clang-format Standard to c++14
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@@ -50,7 +50,7 @@ struct VertexWeightMapping {
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Vector<int> bones;
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// This extra vector is used because the bone id is computed in a second step.
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// TODO Get rid of this extra step is a good idea.
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Vector<Ref<FBXBone> > bones_ref;
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Vector<Ref<FBXBone>> bones_ref;
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};
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template <class T>
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@@ -107,10 +107,10 @@ private:
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HashMap<int, Vector2> &r_uv_2,
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HashMap<int, Color> &r_color,
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HashMap<String, MorphVertexData> &r_morphs,
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HashMap<int, HashMap<int, Vector3> > &r_normals_raw,
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HashMap<int, HashMap<int, Color> > &r_colors_raw,
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HashMap<int, HashMap<int, Vector2> > &r_uv_1_raw,
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HashMap<int, HashMap<int, Vector2> > &r_uv_2_raw);
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HashMap<int, HashMap<int, Vector3>> &r_normals_raw,
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HashMap<int, HashMap<int, Color>> &r_colors_raw,
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HashMap<int, HashMap<int, Vector2>> &r_uv_1_raw,
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HashMap<int, HashMap<int, Vector2>> &r_uv_2_raw);
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void add_vertex(
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const ImportState &state,
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@@ -160,7 +160,7 @@ private:
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const std::vector<FBXDocParser::MeshGeometry::Edge> &p_edges,
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const std::vector<int> &p_mesh_indices,
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const FBXDocParser::MeshGeometry::MappingData<T> &p_mapping_data,
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R (*collector_function)(const Vector<VertexData<T> > *p_vertex_data, R p_fall_back),
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R (*collector_function)(const Vector<VertexData<T>> *p_vertex_data, R p_fall_back),
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R p_fall_back) const;
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/// Used to extract data from the `MappingData` organized per polygon.
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