Refactoring: add usage of ai_epsilon to fbx.

pull/4387/head
Kim Kulling 2022-02-16 00:17:26 +01:00
parent 884bb39391
commit 067c5d9ec4
3 changed files with 5 additions and 2 deletions

View File

@ -80,8 +80,10 @@ enum TransformInheritance {
TransformInheritance_MAX // end-of-enum sentinel
};
} // namespace FBX
} // namespace Assimp
#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
#endif // AI_FBXCOMMON_H_INC

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@ -3187,7 +3187,8 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
}
bool ok = false;
const float zero_epsilon = 1e-6f;
const float zero_epsilon = ai_epsilon;
const aiVector3D& preRotation = PropertyGet<aiVector3D>(props, "PreRotation", ok);
if (ok && preRotation.SquareLength() > zero_epsilon) {

View File

@ -283,7 +283,7 @@ typedef unsigned int ai_uint;
#define AI_RAD_TO_DEG(x) ((x) * (ai_real)57.2957795)
/* Numerical limits */
static const ai_real ai_epsilon = (ai_real)0.00001;
static const ai_real ai_epsilon = (ai_real) 1e-6;
/* Support for big-endian builds */
#if defined(__BYTE_ORDER__)