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Read the FBX transform tree and assign entities for each node in the hierarchy,
computing and setting the bevy
Transform
according to FBX's completelyinsane transform propagation algorithm.
Also a few unrelated things (I'm sorry)
This is also a first step toward loading skeleton rigs.
UnitScaleFactor
is applied: instead of dividingthe vertices position by it, we just add the scale to the root node of the scene,
this also requires dividing by default by 100.0 the scale of all FBX files.
dev_docs
directory