Merge branch 'master' into x3d_pugi_migration
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@@ -86,11 +86,11 @@ namespace {
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/**
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* @brief Encode the current triangle, and make sure it is recognized as a triangle.
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*
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*
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* This method will rotate indices in tri if needed in order to avoid tri to be considered
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* part of the previous ngon. This method is to be used whenever you want to emit a real triangle,
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* and make sure it is seen as a triangle.
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*
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*
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* @param tri Triangle to encode.
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*/
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void ngonEncodeTriangle(aiFace * tri) {
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@@ -108,10 +108,10 @@ namespace {
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/**
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* @brief Encode a quad (2 triangles) in ngon encoding, and make sure they are seen as a single ngon.
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*
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*
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* @param tri1 First quad triangle
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* @param tri2 Second quad triangle
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*
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*
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* @pre Triangles must be properly fanned from the most appropriate vertex.
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*/
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void ngonEncodeQuad(aiFace *tri1, aiFace *tri2) {
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@@ -140,7 +140,7 @@ namespace {
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/**
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* @brief Check whether this triangle would be considered part of the lastly emitted ngon or not.
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*
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*
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* @param tri Current triangle.
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* @return true If used as is, this triangle will be part of last ngon.
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* @return false If used as is, this triangle is not considered part of the last ngon.
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@@ -512,7 +512,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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num = 0;
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break;
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/*curOut -= (max-num); // undo all previous work
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/*curOut -= (max-num); // undo all previous work
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for (tmp = 0; tmp < max-2; ++tmp) {
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aiFace& nface = *curOut++;
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