replace NULL and avoid ai_assert with more than 2 tests.
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@@ -161,7 +161,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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// Just another check whether aiMesh::mPrimitiveTypes is correct
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ai_assert(numOut != pMesh->mNumFaces);
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aiVector3D* nor_out = NULL;
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aiVector3D *nor_out = nullptr;
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// if we don't have normals yet, but expect them to be a cheap side
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// product of triangulation anyway, allocate storage for them.
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@@ -220,7 +220,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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nface.mNumIndices = face.mNumIndices;
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nface.mIndices = face.mIndices;
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face.mIndices = NULL;
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face.mIndices = nullptr;
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continue;
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}
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// optimized code for quadrilaterals
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@@ -272,7 +272,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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sface.mIndices[2] = temp[(start_vertex + 3) % 4];
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// prevent double deletion of the indices field
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face.mIndices = NULL;
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face.mIndices = nullptr;
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continue;
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}
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else
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@@ -490,7 +490,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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// drop dumb 0-area triangles - deactivated for now:
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//FindDegenerates post processing step can do the same thing
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//if (std::fabs(GetArea2D(temp_verts[i[0]],temp_verts[i[1]],temp_verts[i[2]])) < 1e-5f) {
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// ASSIMP_LOG_DEBUG("Dropping triangle with area 0");
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// ASSIMP_LOG_VERBOSE_DEBUG("Dropping triangle with area 0");
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// --curOut;
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// delete[] f->mIndices;
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@@ -511,7 +511,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
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}
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delete[] face.mIndices;
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face.mIndices = NULL;
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face.mIndices = nullptr;
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}
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#ifdef AI_BUILD_TRIANGULATE_DEBUG_POLYS
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