Adapt ai_epsilon to code
parent
067c5d9ec4
commit
76a7614c4b
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@ -357,9 +357,9 @@ void ColladaLoader::BuildLightsForNode(const ColladaParser &pParser, const Node
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out->mAngleInnerCone = AI_DEG_TO_RAD(srcLight->mFalloffAngle);
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// ... some extension magic.
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if (srcLight->mOuterAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - 1e-6f)) {
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if (srcLight->mOuterAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - ai_epsilon)) {
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// ... some deprecation magic.
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if (srcLight->mPenumbraAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - 1e-6f)) {
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if (srcLight->mPenumbraAngle >= ASSIMP_COLLADA_LIGHT_ANGLE_NOT_SET * (1 - ai_epsilon)) {
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// Need to rely on falloff_exponent. I don't know how to interpret it, so I need to guess ....
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// epsilon chosen to be 0.1
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float f = 1.0f;
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@ -1065,7 +1065,7 @@ void insertMorphTimeValue(std::vector<MorphTimeValues> &values, float time, floa
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return;
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}
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for (unsigned int i = 0; i < values.size(); i++) {
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if (std::abs(time - values[i].mTime) < 1e-6f) {
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if (std::abs(time - values[i].mTime) < ai_epsilon) {
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values[i].mKeys.push_back(k);
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return;
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} else if (time > values[i].mTime && time < values[i + 1].mTime) {
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@ -653,7 +653,7 @@ bool FBXConverter::NeedsComplexTransformationChain(const Model &model) {
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const PropertyTable &props = model.Props();
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bool ok;
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const float zero_epsilon = 1e-6f;
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const float zero_epsilon = ai_epsilon;
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const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
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for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) {
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const TransformationComp comp = static_cast<TransformationComp>(i);
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@ -66,12 +66,12 @@ bool IntersectSegmentPlane(const IfcVector3 &p, const IfcVector3 &n, const IfcVe
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// if segment ends on plane, do not report a hit. We stay on that side until a following segment starting at this
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// point leaves the plane through the other side
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if (std::abs(dotOne + dotTwo) < 1e-6)
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if (std::abs(dotOne + dotTwo) < ai_epsilon)
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return false;
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// if segment starts on the plane, report a hit only if the end lies on the *other* side
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if (std::abs(dotTwo) < 1e-6) {
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if ((assumeStartOnWhiteSide && dotOne + dotTwo < 1e-6) || (!assumeStartOnWhiteSide && dotOne + dotTwo > -1e-6)) {
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if (std::abs(dotTwo) < ai_epsilon) {
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if ((assumeStartOnWhiteSide && dotOne + dotTwo < ai_epsilon) || (!assumeStartOnWhiteSide && dotOne + dotTwo > -ai_epsilon)) {
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out = e0;
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return true;
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} else {
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@ -81,7 +81,7 @@ bool IntersectSegmentPlane(const IfcVector3 &p, const IfcVector3 &n, const IfcVe
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// ignore if segment is parallel to plane and far away from it on either side
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// Warning: if there's a few thousand of such segments which slowly accumulate beyond the epsilon, no hit would be registered
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if (std::abs(dotOne) < 1e-6)
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if (std::abs(dotOne) < ai_epsilon)
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return false;
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// t must be in [0..1] if the intersection point is within the given segment
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@ -163,7 +163,7 @@ void ProcessBooleanHalfSpaceDifference(const Schema_2x3::IfcHalfSpaceSolid *hs,
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for (iit = begin; iit != end; vidx += *iit++) {
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unsigned int newcount = 0;
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bool isAtWhiteSide = (in[vidx] - p) * n > -1e-6;
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bool isAtWhiteSide = (in[vidx] - p) * n > -ai_epsilon;
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for (unsigned int i = 0; i < *iit; ++i) {
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const IfcVector3 &e0 = in[vidx + i], e1 = in[vidx + (i + 1) % *iit];
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@ -259,7 +259,7 @@ bool IntersectsBoundaryProfile(const IfcVector3 &e0, const IfcVector3 &e1, const
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// segment-segment intersection
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// solve b0 + b*s = e0 + e*t for (s,t)
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const IfcFloat det = (-b.x * e.y + e.x * b.y);
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if (std::abs(det) < 1e-6) {
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if (std::abs(det) < ai_epsilon) {
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// no solutions (parallel lines)
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continue;
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}
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@ -316,7 +316,7 @@ bool IntersectsBoundaryProfile(const IfcVector3 &e0, const IfcVector3 &e1, const
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// for a valid intersection, s and t should be in range [0,1]. Including a bit of epsilon on s, potential double
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// hits on two consecutive boundary segments are filtered
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if (s >= -1e-6 * b_sqlen_inv && s <= 1.0 + 1e-6 * b_sqlen_inv && t >= 0.0 && (t <= 1.0 || halfOpen)) {
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if (s >= -ai_epsilon * b_sqlen_inv && s <= 1.0 + ai_epsilon * b_sqlen_inv && t >= 0.0 && (t <= 1.0 || halfOpen)) {
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// only insert the point into the list if it is sufficiently far away from the previous intersection point.
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// This way, we avoid duplicate detection if the intersection is directly on the vertex between two segments.
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if (!intersect_results.empty() && intersect_results.back().first == i - 1) {
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@ -431,14 +431,14 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const Schema_2x3::IfcPoly
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// if the poly is parallel to the plane, put it completely on the black or white side
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if (std::abs(polyNormal * n) > 0.9999) {
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bool isOnWhiteSide = (srcVertices[0] - p) * n > -1e-6;
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bool isOnWhiteSide = (srcVertices[0] - p) * n > -ai_epsilon;
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std::vector<IfcVector3> &targetSide = isOnWhiteSide ? whiteside : blackside;
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targetSide.insert(targetSide.end(), srcVertices, srcVertices + srcVtxCount);
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} else {
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// otherwise start building one polygon for each side. Whenever the current line segment intersects the plane
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// we put a point there as an end of the current segment. Then we switch to the other side, put a point there, too,
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// as a beginning of the current segment, and simply continue accumulating vertices.
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bool isCurrentlyOnWhiteSide = ((srcVertices[0]) - p) * n > -1e-6;
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bool isCurrentlyOnWhiteSide = ((srcVertices[0]) - p) * n > -ai_epsilon;
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for (size_t a = 0; a < srcVtxCount; ++a) {
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IfcVector3 e0 = srcVertices[a];
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IfcVector3 e1 = srcVertices[(a + 1) % srcVtxCount];
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@ -380,21 +380,19 @@ void ProcessSweptDiskSolid(const Schema_2x3::IfcSweptDiskSolid &solid, TempMesh&
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bool take_any = false;
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for (unsigned int j = 0; j < 2; ++j, take_any = true) {
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if ((last_dir == 0 || take_any) && std::abs(d.x) > 1e-6) {
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if ((last_dir == 0 || take_any) && std::abs(d.x) > ai_epsilon) {
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q.y = startvec.y;
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q.z = startvec.z;
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q.x = -(d.y * q.y + d.z * q.z) / d.x;
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last_dir = 0;
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break;
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}
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else if ((last_dir == 1 || take_any) && std::abs(d.y) > 1e-6) {
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} else if ((last_dir == 1 || take_any) && std::abs(d.y) > ai_epsilon) {
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q.x = startvec.x;
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q.z = startvec.z;
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q.y = -(d.x * q.x + d.z * q.z) / d.y;
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last_dir = 1;
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break;
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}
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else if ((last_dir == 2 && std::abs(d.z) > 1e-6) || take_any) {
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} else if ((last_dir == 2 && std::abs(d.z) > ai_epsilon) || take_any) {
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q.y = startvec.y;
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q.x = startvec.x;
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q.z = -(d.y * q.y + d.x * q.x) / d.z;
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@ -529,7 +527,7 @@ IfcMatrix3 DerivePlaneCoordinateSpace(const TempMesh& curmesh, bool& ok, IfcVect
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return m;
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}
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const auto closeDistance = 1e-6;
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constexpr auto closeDistance = ai_epsilon;
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bool areClose(Schema_2x3::IfcCartesianPoint pt1,Schema_2x3::IfcCartesianPoint pt2) {
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if(pt1.Coordinates.size() != pt2.Coordinates.size())
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@ -561,7 +559,7 @@ void ProcessExtrudedArea(const Schema_2x3::IfcExtrudedAreaSolid& solid, const Te
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// Outline: 'curve' is now a list of vertex points forming the underlying profile, extrude along the given axis,
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// forming new triangles.
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const bool has_area = solid.SweptArea->ProfileType == "AREA" && curve.mVerts.size() > 2;
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if( solid.Depth < 1e-6 ) {
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if (solid.Depth < ai_epsilon) {
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if( has_area ) {
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result.Append(curve);
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}
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@ -1133,7 +1133,7 @@ IfcMatrix4 ProjectOntoPlane(std::vector<IfcVector2>& out_contour, const TempMesh
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}
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for(size_t i = 0; i < out_contour.size(); ++i) {
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ai_assert((out_contour[i]-out_contour2[i]).SquareLength() < 1e-6);
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ai_assert((out_contour[i] - out_contour2[i]).SquareLength() < ai_epsilon);
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}
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#endif
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@ -1435,7 +1435,7 @@ std::vector<IfcVector2> GetContourInPlane2D(std::shared_ptr<TempMesh> mesh,IfcMa
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const auto outernor = ((mesh->mVerts[2] - mesh->mVerts[0]) ^ (mesh->mVerts[1] - mesh->mVerts[0])).Normalize();
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const IfcFloat dot = planeNor * outernor;
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if(std::fabs(dot) < 1.f - 1e-6f) {
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if (std::fabs(dot) < 1.f - ai_epsilon) {
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std::stringstream msg;
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msg << "Skipping: Unaligned opening (" << planeNor.x << ", " << planeNor.y << ", " << planeNor.z << ")";
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msg << " . ( " << outernor.x << ", " << outernor.y << ", " << outernor.z << ") = " << dot;
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@ -1476,7 +1476,7 @@ std::vector<IfcVector2> GetContourInPlane2D(std::shared_ptr<TempMesh> mesh,IfcMa
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return contour;
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}
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const float close { 1e-6f };
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constexpr float close{ ai_epsilon };
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static bool isClose(IfcVector2 first,IfcVector2 second) {
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auto diff = (second - first);
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@ -228,25 +228,24 @@ void TempMesh::ComputePolygonNormals(std::vector<IfcVector3>& normals,
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// ------------------------------------------------------------------------------------------------
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// Compute the normal of the last polygon in the given mesh
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IfcVector3 TempMesh::ComputeLastPolygonNormal(bool normalize) const
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{
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IfcVector3 TempMesh::ComputeLastPolygonNormal(bool normalize) const {
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return ComputePolygonNormal(&mVerts[mVerts.size() - mVertcnt.back()], mVertcnt.back(), normalize);
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}
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struct CompareVector
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{
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bool operator () (const IfcVector3& a, const IfcVector3& b) const
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{
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struct CompareVector {
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bool operator () (const IfcVector3& a, const IfcVector3& b) const {
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IfcVector3 d = a - b;
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IfcFloat eps = 1e-6;
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IfcFloat eps = ai_epsilon;
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return d.x < -eps || (std::abs(d.x) < eps && d.y < -eps) || (std::abs(d.x) < eps && std::abs(d.y) < eps && d.z < -eps);
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}
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};
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struct FindVector
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{
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struct FindVector {
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IfcVector3 v;
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FindVector(const IfcVector3& p) : v(p) { }
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bool operator () (const IfcVector3& p) { return FuzzyVectorCompare(1e-6)(p, v); }
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bool operator()(const IfcVector3 &p) {
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return FuzzyVectorCompare(ai_epsilon)(p, v);
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}
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};
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// ------------------------------------------------------------------------------------------------
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@ -357,8 +356,7 @@ void TempMesh::FixupFaceOrientation()
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// to reverse the neighbour
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nb_vidx = (nb_vidx + 1) % nbvc;
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size_t oursideidx = (a + 1) % vc;
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if( FuzzyVectorCompare(1e-6)(mVerts[vsi + oursideidx], mVerts[nbvsi + nb_vidx]) )
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{
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if (FuzzyVectorCompare(ai_epsilon)(mVerts[vsi + oursideidx], mVerts[nbvsi + nb_vidx])) {
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std::reverse(mVerts.begin() + nbvsi, mVerts.begin() + nbvsi + nbvc);
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std::reverse(neighbour.begin() + nbvsi, neighbour.begin() + nbvsi + nbvc);
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for (size_t aa = 0; aa < nbvc - 1; ++aa) {
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@ -564,7 +562,7 @@ void ConvertDirection(IfcVector3& out, const Schema_2x3::IfcDirection& in)
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out[static_cast<unsigned int>(i)] = in.DirectionRatios[i];
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}
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const IfcFloat len = out.Length();
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if (len<1e-6) {
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if (len < ai_epsilon) {
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IFCImporter::LogWarn("direction vector magnitude too small, normalization would result in a division by zero");
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return;
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}
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@ -221,7 +221,7 @@ bool FindDegeneratesProcess::ExecuteOnMesh( aiMesh* mesh) {
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if ( mConfigCheckAreaOfTriangle ) {
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if ( face.mNumIndices == 3 ) {
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ai_real area = calculateAreaOfTriangle( face, mesh );
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if ( area < 1e-6 ) {
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if (area < ai_epsilon) {
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if ( mConfigRemoveDegenerates ) {
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remove_me[ a ] = true;
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++deg;
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@ -95,7 +95,7 @@ public:
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bool operator== (const aiMatrix3x3t<TReal>& m) const;
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bool operator!= (const aiMatrix3x3t<TReal>& m) const;
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bool Equal(const aiMatrix3x3t<TReal>& m, TReal epsilon = 1e-6) const;
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bool Equal(const aiMatrix3x3t<TReal> &m, TReal epsilon = ai_epsilon) const;
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template <typename TOther>
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operator aiMatrix3x3t<TOther> () const;
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@ -110,7 +110,7 @@ public:
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bool operator== (const aiMatrix4x4t& m) const;
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bool operator!= (const aiMatrix4x4t& m) const;
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bool Equal(const aiMatrix4x4t& m, TReal epsilon = 1e-6) const;
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bool Equal(const aiMatrix4x4t &m, TReal epsilon = ai_epsilon) const;
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// matrix multiplication.
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aiMatrix4x4t& operator *= (const aiMatrix4x4t& m);
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@ -92,7 +92,7 @@ public:
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// transform vector by matrix
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aiQuaterniont& operator *= (const aiMatrix4x4t<TReal>& mat);
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bool Equal(const aiQuaterniont& o, TReal epsilon = 1e-6) const;
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bool Equal(const aiQuaterniont &o, TReal epsilon = ai_epsilon) const;
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public:
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@ -85,7 +85,7 @@ public:
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bool operator== (const aiVector2t& other) const;
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bool operator!= (const aiVector2t& other) const;
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bool Equal(const aiVector2t& other, TReal epsilon = 1e-6) const;
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bool Equal(const aiVector2t &other, TReal epsilon = ai_epsilon) const;
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aiVector2t& operator= (TReal f);
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const aiVector2t SymMul(const aiVector2t& o);
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@ -114,7 +114,7 @@ public:
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bool operator < (const aiVector3t& other) const;
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/// @brief
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bool Equal(const aiVector3t& other, TReal epsilon = 1e-6) const;
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bool Equal(const aiVector3t &other, TReal epsilon = ai_epsilon) const;
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template <typename TOther>
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operator aiVector3t<TOther> () const;
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@ -573,7 +573,7 @@ TEST_F(utglTF2ImportExport, export_normalized_normals) {
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scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxBadNormals-glTF-Binary/BoxBadNormals_out.glb", aiProcess_ValidateDataStructure);
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for ( auto i = 0u; i < scene->mMeshes[0]->mNumVertices; ++i ) {
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const auto length = scene->mMeshes[0]->mNormals[i].Length();
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EXPECT_TRUE(abs(length) < 1e-6 || abs(length - 1) < 1e-6);
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EXPECT_TRUE(abs(length) < 1e-6 || abs(length - 1) < ai_epsilon);
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}
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}
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