merge with git://github.com/tonttu/assimp.git
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1029 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -138,7 +138,7 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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// A little helper to find locally close vertices faster.
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// Try to reuse the lookup table from the last step.
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const static float epsilon = 1e-5f;
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float posEpsilonSqr;
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// float posEpsilonSqr;
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SpatialSort* vertexFinder = NULL;
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SpatialSort _vertexFinder;
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@@ -149,14 +149,14 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
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if (avf) {
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SpatPair& blubb = (*avf)[meshIndex];
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vertexFinder = &blubb.first;
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posEpsilonSqr = blubb.second;
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// posEpsilonSqr = blubb.second;
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}
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}
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if (!vertexFinder) {
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// bad, need to compute it.
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_vertexFinder.Fill(pMesh->mVertices, pMesh->mNumVertices, sizeof( aiVector3D));
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vertexFinder = &_vertexFinder;
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posEpsilonSqr = ComputePositionEpsilon(pMesh);
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// posEpsilonSqr = ComputePositionEpsilon(pMesh);
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}
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// Squared because we check against squared length of the vector difference
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