* Revert "Refactoring: use using types (#6266)"
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@@ -332,7 +332,7 @@ void PretransformVertices::ApplyTransform(aiMesh *mesh, const aiMatrix4x4 &mat)
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// ------------------------------------------------------------------------------------------------
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// Simple routine to build meshes in worldspace, no further optimization
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void PretransformVertices::BuildWCSMeshes(MeshArray &out, aiMesh **in,
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void PretransformVertices::BuildWCSMeshes(std::vector<aiMesh *> &out, aiMesh **in,
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unsigned int numIn, aiNode *node) const {
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// NOTE:
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// aiMesh::mNumBones store original source mesh, or UINT_MAX if not a copy
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@@ -459,7 +459,7 @@ void PretransformVertices::Execute(aiScene *pScene) {
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}
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// now build a list of output meshes
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MeshArray apcOutMeshes;
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std::vector<aiMesh *> apcOutMeshes;
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// Keep scene hierarchy? It's an easy job in this case ...
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// we go on and transform all meshes, if one is referenced by nodes
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@@ -139,7 +139,7 @@ private:
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// -------------------------------------------------------------------
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// Simple routine to build meshes in worldspace, no further optimization
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void BuildWCSMeshes(MeshArray &out, aiMesh **in,
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void BuildWCSMeshes(std::vector<aiMesh *> &out, aiMesh **in,
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unsigned int numIn, aiNode *node) const;
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// -------------------------------------------------------------------
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@@ -126,7 +126,7 @@ void SortByPTypeProcess::Execute(aiScene *pScene) {
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unsigned int aiNumMeshesPerPType[4] = { 0, 0, 0, 0 };
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MeshArray outMeshes;
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std::vector<aiMesh *> outMeshes;
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outMeshes.reserve(static_cast<size_t>(pScene->mNumMeshes) << 1u);
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bool bAnyChanges = false;
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