use std:: namespace for most cmath functions:
http://en.cppreference.com/w/cpp/header/cmathpull/394/head
parent
b359deb7fd
commit
775b26e614
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@ -324,7 +324,7 @@ void BlenderTessellatorP2T::Copy3DVertices( const MLoop* polyLoop, int vertexCou
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aiMatrix4x4 BlenderTessellatorP2T::GeneratePointTransformMatrix( const Blender::PlaneP2T& plane ) const
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{
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aiVector3D sideA( 1.0f, 0.0f, 0.0f );
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if ( fabs( plane.normal * sideA ) > 0.999f )
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if ( std::fabs( plane.normal * sideA ) > 0.999f )
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{
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sideA = aiVector3D( 0.0f, 1.0f, 0.0f );
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}
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@ -420,7 +420,7 @@ float BlenderTessellatorP2T::FindLargestMatrixElem( const aiMatrix3x3& mtx ) con
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{
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for ( int y = 0; y < 3; ++y )
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{
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result = p2tMax( fabs( mtx[ x ][ y ] ), result );
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result = p2tMax( std::fabs( mtx[ x ][ y ] ), result );
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}
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}
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@ -337,7 +337,7 @@ void ColladaLoader::BuildLightsForNode( const ColladaParser& pParser, const Coll
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{
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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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out->mAngleOuterCone = AI_DEG_TO_RAD (acos(pow(0.1f,1.f/srcLight->mFalloffExponent))+
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out->mAngleOuterCone = AI_DEG_TO_RAD (std::acos(std::pow(0.1f,1.f/srcLight->mFalloffExponent))+
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srcLight->mFalloffAngle);
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}
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else {
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@ -207,7 +207,7 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
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out[pnt] = aiVector3D((atan2 (diff.z, diff.y) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
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(asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
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(std::asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
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}
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}
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else if (axis * base_axis_y >= angle_epsilon) {
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@ -215,7 +215,7 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
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out[pnt] = aiVector3D((atan2 (diff.x, diff.z) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
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(asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
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(std::asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
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}
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}
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else if (axis * base_axis_z >= angle_epsilon) {
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@ -223,7 +223,7 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
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out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
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(asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
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(std::asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
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}
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}
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// slower code path in case the mapping axis is not one of the coordinate system axes
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@ -497,15 +497,15 @@ private:
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bool is_id[3] = { true, true, true };
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aiMatrix4x4 temp[3];
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if(fabs(rotation.z) > angle_epsilon) {
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if(std::fabs(rotation.z) > angle_epsilon) {
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aiMatrix4x4::RotationZ(AI_DEG_TO_RAD(rotation.z),temp[2]);
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is_id[2] = false;
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}
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if(fabs(rotation.y) > angle_epsilon) {
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if(std::fabs(rotation.y) > angle_epsilon) {
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aiMatrix4x4::RotationY(AI_DEG_TO_RAD(rotation.y),temp[1]);
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is_id[1] = false;
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}
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if(fabs(rotation.x) > angle_epsilon) {
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if(std::fabs(rotation.x) > angle_epsilon) {
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aiMatrix4x4::RotationX(AI_DEG_TO_RAD(rotation.x),temp[0]);
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is_id[0] = false;
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}
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@ -674,7 +674,7 @@ private:
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}
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const aiVector3D& Scaling = PropertyGet<aiVector3D>(props,"Lcl Scaling",ok);
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if(ok && fabs(Scaling.SquareLength()-1.0f) > zero_epsilon) {
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if(ok && std::fabs(Scaling.SquareLength()-1.0f) > zero_epsilon) {
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aiMatrix4x4::Scaling(Scaling,chain[TransformationComp_Scaling]);
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}
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@ -684,7 +684,7 @@ private:
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}
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const aiVector3D& GeometricScaling = PropertyGet<aiVector3D>(props, "GeometricScaling", ok);
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if (ok && fabs(GeometricScaling.SquareLength() - 1.0f) > zero_epsilon) {
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if (ok && std::fabs(GeometricScaling.SquareLength() - 1.0f) > zero_epsilon) {
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aiMatrix4x4::Scaling(GeometricScaling, chain[TransformationComp_GeometricScaling]);
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}
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@ -221,7 +221,7 @@ AI_FORCE_INLINE bool EpsilonCompare(const T& n, const T& s, float epsilon);
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE bool EpsilonCompare(float n, float s, float epsilon) {
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return fabs(n-s)>epsilon;
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return std::fabs(n-s)>epsilon;
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}
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// ------------------------------------------------------------------------------------------------
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@ -149,8 +149,8 @@ bool FixInfacingNormalsProcess::ProcessMesh( aiMesh* pcMesh, unsigned int index)
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if (fDelta1_z < 0.05f * sqrtf( fDelta1_y * fDelta1_x ))return false;
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// now compare the volumes of the bounding boxes
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if (::fabsf(fDelta0_x * fDelta1_yz) <
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::fabsf(fDelta1_x * fDelta1_y * fDelta1_z))
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if (std::fabs(fDelta0_x * fDelta1_yz) <
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std::fabs(fDelta1_x * fDelta1_y * fDelta1_z))
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{
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if (!DefaultLogger::isNullLogger())
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{
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@ -204,7 +204,7 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals (aiMesh* pMesh, unsigned int
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// Slower code path if a smooth angle is set. There are many ways to achieve
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// the effect, this one is the most straightforward one.
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else {
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const float fLimit = ::cos(configMaxAngle);
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const float fLimit = std::cos(configMaxAngle);
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for (unsigned int i = 0; i < pMesh->mNumVertices;++i) {
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// Get all vertices that share this one ...
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vertexFinder->FindPositions( pMesh->mVertices[i] , posEpsilon, verticesFound);
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@ -69,8 +69,8 @@ Intersect IntersectSegmentPlane(const IfcVector3& p,const IfcVector3& n, const I
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const IfcVector3 pdelta = e0 - p, seg = e1-e0;
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const IfcFloat dotOne = n*seg, dotTwo = -(n*pdelta);
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if (fabs(dotOne) < 1e-6) {
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return fabs(dotTwo) < 1e-6f ? Intersect_LiesOnPlane : Intersect_No;
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if (std::fabs(dotOne) < 1e-6) {
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return std::fabs(dotTwo) < 1e-6f ? Intersect_LiesOnPlane : Intersect_No;
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}
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const IfcFloat t = dotTwo/dotOne;
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@ -210,7 +210,7 @@ bool IntersectsBoundaryProfile( const IfcVector3& e0, const IfcVector3& e1, cons
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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(fabs(det) < 1e-6) {
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if(std::fabs(det) < 1e-6) {
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// no solutions (parallel lines)
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continue;
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}
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@ -234,7 +234,7 @@ bool IntersectsBoundaryProfile( const IfcVector3& e0, const IfcVector3& e1, cons
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if (t >= -epsilon && (t <= 1.0+epsilon || half_open) && s >= -epsilon && s <= 1.0) {
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if (e0_hits_border && !*e0_hits_border) {
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*e0_hits_border = fabs(t) < 1e-5f;
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*e0_hits_border = std::fabs(t) < 1e-5f;
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}
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const IfcVector3& p = e0 + e*t;
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@ -419,7 +419,7 @@ void ProcessPolygonalBoundedBooleanHalfSpaceDifference(const IfcPolygonalBounded
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#ifdef ASSIMP_BUILD_DEBUG
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if (isect == Intersect_Yes) {
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const IfcFloat f = fabs((isectpos - p)*n);
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const IfcFloat f = std::fabs((isectpos - p)*n);
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ai_assert(f < 1e-5);
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}
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#endif
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@ -88,10 +88,10 @@ public:
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a *= conv.angle_scale;
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b *= conv.angle_scale;
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a = fmod(a,static_cast<IfcFloat>( AI_MATH_TWO_PI ));
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b = fmod(b,static_cast<IfcFloat>( AI_MATH_TWO_PI ));
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a = std::fmod(a,static_cast<IfcFloat>( AI_MATH_TWO_PI ));
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b = std::fmod(b,static_cast<IfcFloat>( AI_MATH_TWO_PI ));
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const IfcFloat setting = static_cast<IfcFloat>( AI_MATH_PI * conv.settings.conicSamplingAngle / 180.0 );
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return static_cast<size_t>( ceil(abs( b-a)) / setting);
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return static_cast<size_t>( std::ceil(abs( b-a)) / setting);
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}
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// --------------------------------------------------
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@ -124,8 +124,8 @@ public:
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// --------------------------------------------------
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IfcVector3 Eval(IfcFloat u) const {
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u = -conv.angle_scale * u;
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return location + static_cast<IfcFloat>(entity.Radius)*(static_cast<IfcFloat>(::cos(u))*p[0] +
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static_cast<IfcFloat>(::sin(u))*p[1]);
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return location + static_cast<IfcFloat>(entity.Radius)*(static_cast<IfcFloat>(std::cos(u))*p[0] +
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static_cast<IfcFloat>(std::sin(u))*p[1]);
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}
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private:
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// --------------------------------------------------
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IfcVector3 Eval(IfcFloat u) const {
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u = -conv.angle_scale * u;
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return location + static_cast<IfcFloat>(entity.SemiAxis1)*static_cast<IfcFloat>(::cos(u))*p[0] +
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static_cast<IfcFloat>(entity.SemiAxis2)*static_cast<IfcFloat>(::sin(u))*p[1];
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return location + static_cast<IfcFloat>(entity.SemiAxis1)*static_cast<IfcFloat>(std::cos(u))*p[0] +
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static_cast<IfcFloat>(entity.SemiAxis2)*static_cast<IfcFloat>(std::sin(u))*p[1];
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}
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private:
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IfcVector3 Eval(IfcFloat p) const {
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ai_assert(InRange(p));
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const size_t b = static_cast<size_t>(floor(p));
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const size_t b = static_cast<size_t>(std::floor(p));
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if (b == points.size()-1) {
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return points.back();
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}
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@ -498,7 +498,7 @@ public:
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// --------------------------------------------------
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size_t EstimateSampleCount(IfcFloat a, IfcFloat b) const {
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ai_assert(InRange(a) && InRange(b));
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return static_cast<size_t>( ceil(b) - floor(a) );
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return static_cast<size_t>( std::ceil(b) - std::floor(a) );
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}
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// --------------------------------------------------
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@ -558,7 +558,7 @@ bool Curve :: InRange(IfcFloat u) const
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if (IsClosed()) {
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return true;
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//ai_assert(range.first != std::numeric_limits<IfcFloat>::infinity() && range.second != std::numeric_limits<IfcFloat>::infinity());
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//u = range.first + fmod(u-range.first,range.second-range.first);
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//u = range.first + std::fmod(u-range.first,range.second-range.first);
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}
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const IfcFloat epsilon = 1e-5;
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return u - range.first > -epsilon && range.second - u > -epsilon;
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@ -606,12 +606,12 @@ IfcFloat RecursiveSearch(const Curve* cv, const IfcVector3& val, IfcFloat a, Ifc
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}
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ai_assert(min_diff[0] != inf && min_diff[1] != inf);
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if ( fabs(a-min_point[0]) < threshold || recurse >= max_recurse) {
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if ( std::fabs(a-min_point[0]) < threshold || recurse >= max_recurse) {
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return min_point[0];
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}
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// fix for closed curves to take their wrap-over into account
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if (cv->IsClosed() && fabs(min_point[0]-min_point[1]) > cv->GetParametricRangeDelta()*0.5 ) {
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if (cv->IsClosed() && std::fabs(min_point[0]-min_point[1]) > cv->GetParametricRangeDelta()*0.5 ) {
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const Curve::ParamRange& range = cv->GetParametricRange();
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const IfcFloat wrapdiff = (cv->Eval(range.first)-val).SquareLength();
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@ -250,17 +250,17 @@ void ProcessRevolvedAreaSolid(const IfcRevolvedAreaSolid& solid, TempMesh& resul
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bool has_area = solid.SweptArea->ProfileType == "AREA" && size>2;
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const IfcFloat max_angle = solid.Angle*conv.angle_scale;
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if(fabs(max_angle) < 1e-3) {
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if(std::fabs(max_angle) < 1e-3) {
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if(has_area) {
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result = meshout;
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}
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return;
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}
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const unsigned int cnt_segments = std::max(2u,static_cast<unsigned int>(16 * fabs(max_angle)/AI_MATH_HALF_PI_F));
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const unsigned int cnt_segments = std::max(2u,static_cast<unsigned int>(16 * std::fabs(max_angle)/AI_MATH_HALF_PI_F));
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const IfcFloat delta = max_angle/cnt_segments;
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has_area = has_area && fabs(max_angle) < AI_MATH_TWO_PI_F*0.99;
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has_area = has_area && std::fabs(max_angle) < AI_MATH_TWO_PI_F*0.99;
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result.verts.reserve(size*((cnt_segments+1)*4+(has_area?2:0)));
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result.vertcnt.reserve(size*cnt_segments+2);
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@ -480,7 +480,7 @@ IfcMatrix3 DerivePlaneCoordinateSpace(const TempMesh& curmesh, bool& ok, IfcVect
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for (i = 0; !done && i < s-2; done || ++i) {
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for (j = i+1; j < s-1; ++j) {
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nor = -((out[i]-any_point)^(out[j]-any_point));
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if(fabs(nor.Length()) > 1e-8f) {
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if(std::fabs(nor.Length()) > 1e-8f) {
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done = true;
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break;
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}
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@ -303,20 +303,20 @@ void InsertWindowContours(const ContourVector& contours,
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const IfcVector2& v = contour[n];
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bool hit = false;
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if (fabs(v.x-bb.first.x)<epsilon) {
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if (std::fabs(v.x-bb.first.x)<epsilon) {
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edge.x = bb.first.x;
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hit = true;
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}
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else if (fabs(v.x-bb.second.x)<epsilon) {
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else if (std::fabs(v.x-bb.second.x)<epsilon) {
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edge.x = bb.second.x;
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hit = true;
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}
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if (fabs(v.y-bb.first.y)<epsilon) {
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if (std::fabs(v.y-bb.first.y)<epsilon) {
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edge.y = bb.first.y;
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hit = true;
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}
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else if (fabs(v.y-bb.second.y)<epsilon) {
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else if (std::fabs(v.y-bb.second.y)<epsilon) {
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edge.y = bb.second.y;
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hit = true;
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}
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@ -343,17 +343,17 @@ void InsertWindowContours(const ContourVector& contours,
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IfcVector2 corner = edge;
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if (fabs(contour[last_hit].x-bb.first.x)<epsilon) {
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if (std::fabs(contour[last_hit].x-bb.first.x)<epsilon) {
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corner.x = bb.first.x;
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}
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else if (fabs(contour[last_hit].x-bb.second.x)<epsilon) {
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else if (std::fabs(contour[last_hit].x-bb.second.x)<epsilon) {
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corner.x = bb.second.x;
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}
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if (fabs(contour[last_hit].y-bb.first.y)<epsilon) {
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if (std::fabs(contour[last_hit].y-bb.first.y)<epsilon) {
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corner.y = bb.first.y;
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}
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else if (fabs(contour[last_hit].y-bb.second.y)<epsilon) {
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else if (std::fabs(contour[last_hit].y-bb.second.y)<epsilon) {
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corner.y = bb.second.y;
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}
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@ -590,10 +590,10 @@ bool BoundingBoxesAdjacent(const BoundingBox& bb, const BoundingBox& ibb)
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{
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// TODO: I'm pretty sure there is a much more compact way to check this
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const IfcFloat epsilon = 1e-5f;
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return (fabs(bb.second.x - ibb.first.x) < epsilon && bb.first.y <= ibb.second.y && bb.second.y >= ibb.first.y) ||
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(fabs(bb.first.x - ibb.second.x) < epsilon && ibb.first.y <= bb.second.y && ibb.second.y >= bb.first.y) ||
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(fabs(bb.second.y - ibb.first.y) < epsilon && bb.first.x <= ibb.second.x && bb.second.x >= ibb.first.x) ||
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(fabs(bb.first.y - ibb.second.y) < epsilon && ibb.first.x <= bb.second.x && ibb.second.x >= bb.first.x);
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return (std::fabs(bb.second.x - ibb.first.x) < epsilon && bb.first.y <= ibb.second.y && bb.second.y >= ibb.first.y) ||
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(std::fabs(bb.first.x - ibb.second.x) < epsilon && ibb.first.y <= bb.second.y && ibb.second.y >= bb.first.y) ||
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(std::fabs(bb.second.y - ibb.first.y) < epsilon && bb.first.x <= ibb.second.x && bb.second.x >= ibb.first.x) ||
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(std::fabs(bb.first.y - ibb.second.y) < epsilon && ibb.first.x <= bb.second.x && ibb.second.x >= bb.first.x);
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}
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// ------------------------------------------------------------------------------------------------
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||||
|
@ -615,11 +615,11 @@ bool IntersectingLineSegments(const IfcVector2& n0, const IfcVector2& n1,
|
|||
|
||||
static const IfcFloat inf = std::numeric_limits<IfcFloat>::infinity();
|
||||
|
||||
if (!(n0_to_m0.SquareLength() < e*e || fabs(n0_to_m0 * n0_to_n1) / (n0_to_m0.Length() * n0_to_n1.Length()) > 1-1e-5 )) {
|
||||
if (!(n0_to_m0.SquareLength() < e*e || std::fabs(n0_to_m0 * n0_to_n1) / (n0_to_m0.Length() * n0_to_n1.Length()) > 1-1e-5 )) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!(n1_to_m1.SquareLength() < e*e || fabs(n1_to_m1 * n0_to_n1) / (n1_to_m1.Length() * n0_to_n1.Length()) > 1-1e-5 )) {
|
||||
if (!(n1_to_m1.SquareLength() < e*e || std::fabs(n1_to_m1 * n0_to_n1) / (n1_to_m1.Length() * n0_to_n1.Length()) > 1-1e-5 )) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -631,14 +631,14 @@ bool IntersectingLineSegments(const IfcVector2& n0, const IfcVector2& n1,
|
|||
// the higher absolute difference is big enough as to avoid
|
||||
// divisions by zero, the case 0/0 ~ infinity is detected and
|
||||
// handled separately.
|
||||
if(fabs(n0_to_n1.x) > fabs(n0_to_n1.y)) {
|
||||
if(std::fabs(n0_to_n1.x) > std::fabs(n0_to_n1.y)) {
|
||||
s0 = n0_to_m0.x / n0_to_n1.x;
|
||||
s1 = n0_to_m1.x / n0_to_n1.x;
|
||||
|
||||
if (fabs(s0) == inf && fabs(n0_to_m0.x) < smalle) {
|
||||
if (std::fabs(s0) == inf && std::fabs(n0_to_m0.x) < smalle) {
|
||||
s0 = 0.;
|
||||
}
|
||||
if (fabs(s1) == inf && fabs(n0_to_m1.x) < smalle) {
|
||||
if (std::fabs(s1) == inf && std::fabs(n0_to_m1.x) < smalle) {
|
||||
s1 = 0.;
|
||||
}
|
||||
}
|
||||
|
@ -646,10 +646,10 @@ bool IntersectingLineSegments(const IfcVector2& n0, const IfcVector2& n1,
|
|||
s0 = n0_to_m0.y / n0_to_n1.y;
|
||||
s1 = n0_to_m1.y / n0_to_n1.y;
|
||||
|
||||
if (fabs(s0) == inf && fabs(n0_to_m0.y) < smalle) {
|
||||
if (std::fabs(s0) == inf && std::fabs(n0_to_m0.y) < smalle) {
|
||||
s0 = 0.;
|
||||
}
|
||||
if (fabs(s1) == inf && fabs(n0_to_m1.y) < smalle) {
|
||||
if (std::fabs(s1) == inf && std::fabs(n0_to_m1.y) < smalle) {
|
||||
s1 = 0.;
|
||||
}
|
||||
}
|
||||
|
@ -664,7 +664,7 @@ bool IntersectingLineSegments(const IfcVector2& n0, const IfcVector2& n1,
|
|||
s0 = std::min(1.0,s0);
|
||||
s1 = std::min(1.0,s1);
|
||||
|
||||
if (fabs(s1-s0) < e) {
|
||||
if (std::fabs(s1-s0) < e) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -755,7 +755,7 @@ void FindAdjacentContours(ContourVector::iterator current, const ContourVector&
|
|||
AI_FORCE_INLINE bool LikelyBorder(const IfcVector2& vdelta)
|
||||
{
|
||||
const IfcFloat dot_point_epsilon = static_cast<IfcFloat>(1e-5);
|
||||
return fabs(vdelta.x * vdelta.y) < dot_point_epsilon;
|
||||
return std::fabs(vdelta.x * vdelta.y) < dot_point_epsilon;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
@ -812,9 +812,9 @@ void FindBorderContours(ContourVector::iterator current)
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
AI_FORCE_INLINE bool LikelyDiagonal(IfcVector2 vdelta)
|
||||
{
|
||||
vdelta.x = fabs(vdelta.x);
|
||||
vdelta.y = fabs(vdelta.y);
|
||||
return (fabs(vdelta.x-vdelta.y) < 0.8 * std::max(vdelta.x, vdelta.y));
|
||||
vdelta.x = std::fabs(vdelta.x);
|
||||
vdelta.y = std::fabs(vdelta.y);
|
||||
return (std::fabs(vdelta.x-vdelta.y) < 0.8 * std::max(vdelta.x, vdelta.y));
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
@ -926,7 +926,7 @@ size_t CloseWindows(ContourVector& contours,
|
|||
/* debug code to check for unwanted diagonal lines in window contours
|
||||
if (cit != cbegin) {
|
||||
const IfcVector2& vdelta = proj_point - last_proj;
|
||||
if (fabs(vdelta.x-vdelta.y) < 0.5 * std::max(vdelta.x, vdelta.y)) {
|
||||
if (std::fabs(vdelta.x-vdelta.y) < 0.5 * std::max(vdelta.x, vdelta.y)) {
|
||||
//continue;
|
||||
}
|
||||
} */
|
||||
|
@ -1065,7 +1065,7 @@ IfcMatrix4 ProjectOntoPlane(std::vector<IfcVector2>& out_contour, const TempMesh
|
|||
}
|
||||
#ifdef ASSIMP_BUILD_DEBUG
|
||||
const IfcFloat det = m.Determinant();
|
||||
ai_assert(fabs(det-1) < 1e-5);
|
||||
ai_assert(std::fabs(det-1) < 1e-5);
|
||||
#endif
|
||||
|
||||
IfcFloat zcoord = 0;
|
||||
|
@ -1085,7 +1085,7 @@ IfcMatrix4 ProjectOntoPlane(std::vector<IfcVector2>& out_contour, const TempMesh
|
|||
// XXX this should be guarded, but we somehow need to pick a suitable
|
||||
// epsilon
|
||||
// if(coord != -1.0f) {
|
||||
// assert(fabs(coord - vv.z) < 1e-3f);
|
||||
// assert(std::fabs(coord - vv.z) < 1e-3f);
|
||||
// }
|
||||
zcoord += vv.z;
|
||||
vmin = std::min(vv, vmin);
|
||||
|
@ -1125,7 +1125,7 @@ IfcMatrix4 ProjectOntoPlane(std::vector<IfcVector2>& out_contour, const TempMesh
|
|||
const IfcVector3& vv = m * x;
|
||||
|
||||
out_contour2.push_back(IfcVector2(vv.x,vv.y));
|
||||
ai_assert(fabs(vv.z) < vmax.z + 1e-8);
|
||||
ai_assert(std::fabs(vv.z) < vmax.z + 1e-8);
|
||||
}
|
||||
|
||||
for(size_t i = 0; i < out_contour.size(); ++i) {
|
||||
|
@ -1188,9 +1188,9 @@ bool GenerateOpenings(std::vector<TempOpening>& openings,
|
|||
bool is_2d_source = false;
|
||||
if (opening.profileMesh2D && norm_extrusion_dir.SquareLength() > 0) {
|
||||
|
||||
if(fabs(norm_extrusion_dir * wall_extrusion_axis_norm) < 0.1) {
|
||||
if(std::fabs(norm_extrusion_dir * wall_extrusion_axis_norm) < 0.1) {
|
||||
// horizontal extrusion
|
||||
if (fabs(norm_extrusion_dir * nor) > 0.9) {
|
||||
if (std::fabs(norm_extrusion_dir * nor) > 0.9) {
|
||||
profile_data = opening.profileMesh2D.get();
|
||||
is_2d_source = true;
|
||||
}
|
||||
|
@ -1200,7 +1200,7 @@ bool GenerateOpenings(std::vector<TempOpening>& openings,
|
|||
}
|
||||
else {
|
||||
// vertical extrusion
|
||||
if (fabs(norm_extrusion_dir * nor) > 0.9) {
|
||||
if (std::fabs(norm_extrusion_dir * nor) > 0.9) {
|
||||
continue;
|
||||
}
|
||||
continue;
|
||||
|
@ -1289,7 +1289,7 @@ bool GenerateOpenings(std::vector<TempOpening>& openings,
|
|||
ai_assert(!is_2d_source);
|
||||
const IfcVector2 area = vpmax-vpmin;
|
||||
const IfcVector2 area2 = vpmax2-vpmin2;
|
||||
if (temp_contour.size() <= 2 || fabs(area2.x * area2.y) > fabs(area.x * area.y)) {
|
||||
if (temp_contour.size() <= 2 || std::fabs(area2.x * area2.y) > std::fabs(area.x * area.y)) {
|
||||
temp_contour.swap(temp_contour2);
|
||||
|
||||
vpmax = vpmax2;
|
||||
|
@ -1301,7 +1301,7 @@ bool GenerateOpenings(std::vector<TempOpening>& openings,
|
|||
}
|
||||
|
||||
// TODO: This epsilon may be too large
|
||||
const IfcFloat epsilon = fabs(dmax-dmin) * 0.0001;
|
||||
const IfcFloat epsilon = std::fabs(dmax-dmin) * 0.0001;
|
||||
if (!is_2d_source && check_intersection && (0 < dmin-epsilon || 0 > dmax+epsilon)) {
|
||||
continue;
|
||||
}
|
||||
|
@ -1310,7 +1310,7 @@ bool GenerateOpenings(std::vector<TempOpening>& openings,
|
|||
|
||||
// Skip over very small openings - these are likely projection errors
|
||||
// (i.e. they don't belong to this side of the wall)
|
||||
if(fabs(vpmax.x - vpmin.x) * fabs(vpmax.y - vpmin.y) < static_cast<IfcFloat>(1e-10)) {
|
||||
if(std::fabs(vpmax.x - vpmin.x) * std::fabs(vpmax.y - vpmin.y) < static_cast<IfcFloat>(1e-10)) {
|
||||
continue;
|
||||
}
|
||||
std::vector<TempOpening*> joined_openings(1, &opening);
|
||||
|
@ -1480,7 +1480,7 @@ bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std:
|
|||
// XXX this should be guarded, but we somehow need to pick a suitable
|
||||
// epsilon
|
||||
// if(coord != -1.0f) {
|
||||
// assert(fabs(coord - vv.z) < 1e-3f);
|
||||
// assert(std::fabs(coord - vv.z) < 1e-3f);
|
||||
// }
|
||||
|
||||
coord = vv.z;
|
||||
|
@ -1515,7 +1515,7 @@ bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std:
|
|||
BOOST_FOREACH(const TempOpening& t,openings) {
|
||||
const IfcVector3& outernor = nors[c++];
|
||||
const IfcFloat dot = nor * outernor;
|
||||
if (fabs(dot)<1.f-1e-6f) {
|
||||
if (std::fabs(dot)<1.f-1e-6f) {
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -1529,7 +1529,7 @@ bool TryAddOpenings_Poly2Tri(const std::vector<TempOpening>& openings,const std:
|
|||
BOOST_FOREACH(const IfcVector3& xx, t.profileMesh->verts) {
|
||||
IfcVector3 vv = m * xx, vv_extr = m * (xx + t.extrusionDir);
|
||||
|
||||
const bool is_extruded_side = fabs(vv.z - coord) > fabs(vv_extr.z - coord);
|
||||
const bool is_extruded_side = std::fabs(vv.z - coord) > std::fabs(vv_extr.z - coord);
|
||||
if (first) {
|
||||
first = false;
|
||||
if (dot > 0.f) {
|
||||
|
|
|
@ -124,7 +124,7 @@ void ProcessParametrizedProfile(const IfcParameterizedProfileDef& def, TempMesh&
|
|||
|
||||
IfcFloat angle = 0.f;
|
||||
for(size_t i = 0; i < segments; ++i, angle += delta) {
|
||||
meshout.verts.push_back( IfcVector3( cos(angle)*radius, sin(angle)*radius, 0.f ));
|
||||
meshout.verts.push_back( IfcVector3( std::cos(angle)*radius, std::sin(angle)*radius, 0.f ));
|
||||
}
|
||||
|
||||
meshout.vertcnt.push_back(segments);
|
||||
|
|
|
@ -278,7 +278,7 @@ void TempMesh::RemoveAdjacentDuplicates()
|
|||
// continue;
|
||||
// }
|
||||
|
||||
// const IfcFloat d = (d0/sqrt(l0))*(d1/sqrt(l1));
|
||||
// const IfcFloat d = (d0/std::sqrt(l0))*(d1/std::sqrt(l1));
|
||||
|
||||
// if ( d >= 1.f-dotepsilon ) {
|
||||
// v1 = v0;
|
||||
|
|
|
@ -220,7 +220,7 @@ struct FuzzyVectorCompare {
|
|||
|
||||
FuzzyVectorCompare(IfcFloat epsilon) : epsilon(epsilon) {}
|
||||
bool operator()(const IfcVector3& a, const IfcVector3& b) {
|
||||
return fabs((a-b).SquareLength()) < epsilon;
|
||||
return std::fabs((a-b).SquareLength()) < epsilon;
|
||||
}
|
||||
|
||||
const IfcFloat epsilon;
|
||||
|
|
|
@ -470,7 +470,7 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
|
|||
key.mTime = i * tdelta;
|
||||
|
||||
const float t = (float) ( in.speed * key.mTime );
|
||||
key.mValue = in.circleCenter + in.circleRadius * ((vecU*::cosf(t)) + (vecV*::sinf(t)));
|
||||
key.mValue = in.circleCenter + in.circleRadius * ((vecU * std::cos(t)) + (vecV * std::sin(t)));
|
||||
}
|
||||
|
||||
// This animation is repeated and repeated ...
|
||||
|
@ -533,8 +533,8 @@ void IRRImporter::ComputeAnimations(Node* root, aiNode* real, std::vector<aiNode
|
|||
aiVectorKey& key = anim->mPositionKeys[i];
|
||||
|
||||
const float dt = (i * in.speed * 0.001f );
|
||||
const float u = dt - floor(dt);
|
||||
const int idx = (int)floor(dt) % size;
|
||||
const float u = dt - std::floor(dt);
|
||||
const int idx = (int)std::floor(dt) % size;
|
||||
|
||||
// get the 4 current points to evaluate the spline
|
||||
const aiVector3D& p0 = in.splineKeys[ ClampSpline( idx - 1, size ) ].mValue;
|
||||
|
|
|
@ -321,7 +321,7 @@ void LWOImporter::LoadLWOBSurface(unsigned int size)
|
|||
case AI_LWO_SMAN:
|
||||
{
|
||||
AI_LWO_VALIDATE_CHUNK_LENGTH(head.length,SMAN,4);
|
||||
surf.mMaximumSmoothAngle = fabs( GetF4() );
|
||||
surf.mMaximumSmoothAngle = std::fabs( GetF4() );
|
||||
break;
|
||||
}
|
||||
// glossiness
|
||||
|
|
|
@ -503,7 +503,7 @@ void LWOImporter::ComputeNormals(aiMesh* mesh, const std::vector<unsigned int>&
|
|||
// Generate vertex normals. We have O(logn) for the binary lookup, which we need
|
||||
// for n elements, thus the EXPECTED complexity is O(nlogn)
|
||||
if (surface.mMaximumSmoothAngle < 3.f && !configSpeedFlag) {
|
||||
const float fLimit = cos(surface.mMaximumSmoothAngle);
|
||||
const float fLimit = std::cos(surface.mMaximumSmoothAngle);
|
||||
|
||||
for( begin = mesh->mFaces, it = smoothingGroups.begin(); begin != end; ++begin, ++it) {
|
||||
const aiFace& face = *begin;
|
||||
|
|
|
@ -285,7 +285,7 @@ void LWOImporter::ConvertMaterial(const LWO::Surface& surf,aiMaterial* pcMat)
|
|||
{
|
||||
float fGloss;
|
||||
if (mIsLWO2) {
|
||||
fGloss = pow( surf.mGlossiness*10.0f+2.0f, 2.0f);
|
||||
fGloss = std::pow( surf.mGlossiness*10.0f+2.0f, 2.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -263,9 +263,9 @@ inline void LatLngNormalToVec3(uint16_t p_iNormal, float* p_afOut)
|
|||
lat *= 3.141926f/128.0f;
|
||||
lng *= 3.141926f/128.0f;
|
||||
|
||||
p_afOut[0] = cosf(lat) * sinf(lng);
|
||||
p_afOut[1] = sinf(lat) * sinf(lng);
|
||||
p_afOut[2] = cosf(lng);
|
||||
p_afOut[0] = std::cos(lat) * std::sin(lng);
|
||||
p_afOut[1] = std::sin(lat) * std::sin(lng);
|
||||
p_afOut[2] = std::cos(lng);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -259,7 +259,7 @@ inline void ConvertQuaternion (const aiVector3D& in, aiQuaternion& out) {
|
|||
|
||||
if (t < 0.0f)
|
||||
out.w = 0.0f;
|
||||
else out.w = sqrt (t);
|
||||
else out.w = std::sqrt (t);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
|
|
@ -118,9 +118,9 @@ inline bool IsCCW(T* in, size_t npoints) {
|
|||
((-in[i+2].y + in[i+1].y) *
|
||||
(-in[i+2].y + in[i+1].y));
|
||||
|
||||
b = sqrt(bb);
|
||||
c = sqrt(cc);
|
||||
theta = acos((bb + cc - aa) / (2 * b * c));
|
||||
b = std::sqrt(bb);
|
||||
c = std::sqrt(cc);
|
||||
theta = std::acos((bb + cc - aa) / (2 * b * c));
|
||||
|
||||
if (OnLeftSideOfLine2D(in[i],in[i+2],in[i+1])) {
|
||||
// if (convex(in[i].x, in[i].y,
|
||||
|
@ -146,9 +146,9 @@ inline bool IsCCW(T* in, size_t npoints) {
|
|||
cc = ((in[1].x - in[0].x) * (in[1].x - in[0].x)) +
|
||||
((-in[1].y + in[0].y) * (-in[1].y + in[0].y));
|
||||
|
||||
b = sqrt(bb);
|
||||
c = sqrt(cc);
|
||||
theta = acos((bb + cc - aa) / (2 * b * c));
|
||||
b = std::sqrt(bb);
|
||||
c = std::sqrt(cc);
|
||||
theta = std::acos((bb + cc - aa) / (2 * b * c));
|
||||
|
||||
//if (convex(in[npoints-2].x, in[npoints-2].y,
|
||||
// in[0].x, in[0].y,
|
||||
|
|
|
@ -101,7 +101,7 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
|
|||
aiVector3D up = aiVector3D( childpos).Normalize();
|
||||
|
||||
aiVector3D orth( 1.0f, 0.0f, 0.0f);
|
||||
if( fabs( orth * up) > 0.99f)
|
||||
if( std::fabs( orth * up) > 0.99f)
|
||||
orth.Set( 0.0f, 1.0f, 0.0f);
|
||||
|
||||
aiVector3D front = (up ^ orth).Normalize();
|
||||
|
|
|
@ -192,7 +192,7 @@ unsigned int StandardShapes::MakeIcosahedron(std::vector<aiVector3D>& positions)
|
|||
positions.reserve(positions.size()+60);
|
||||
|
||||
const float t = (1.f + 2.236067977f)/2.f;
|
||||
const float s = sqrt(1.f + t*t);
|
||||
const float s = std::sqrt(1.f + t*t);
|
||||
|
||||
const aiVector3D v0 = aiVector3D(t,1.f, 0.f)/s;
|
||||
const aiVector3D v1 = aiVector3D(-t,1.f, 0.f)/s;
|
||||
|
@ -242,8 +242,8 @@ unsigned int StandardShapes::MakeDodecahedron(std::vector<aiVector3D>& positions
|
|||
positions.reserve(positions.size()+108);
|
||||
|
||||
const float a = 1.f / 1.7320508f;
|
||||
const float b = sqrt((3.f-2.23606797f)/6.f);
|
||||
const float c = sqrt((3.f+2.23606797f)/6.f);
|
||||
const float b = std::sqrt((3.f-2.23606797f)/6.f);
|
||||
const float c = std::sqrt((3.f+2.23606797f)/6.f);
|
||||
|
||||
const aiVector3D v0 = aiVector3D(a,a,a);
|
||||
const aiVector3D v1 = aiVector3D(a,a,-a);
|
||||
|
@ -390,8 +390,8 @@ void StandardShapes::MakeCone(float height,float radius1,
|
|||
size_t old = positions.size();
|
||||
|
||||
// No negative radii
|
||||
radius1 = ::fabs(radius1);
|
||||
radius2 = ::fabs(radius2);
|
||||
radius1 = std::fabs(radius1);
|
||||
radius2 = std::fabs(radius2);
|
||||
|
||||
float halfHeight = height / 2;
|
||||
|
||||
|
@ -415,8 +415,8 @@ void StandardShapes::MakeCone(float height,float radius1,
|
|||
const float angle_delta = (float)AI_MATH_TWO_PI / tess;
|
||||
const float angle_max = (float)AI_MATH_TWO_PI;
|
||||
|
||||
float s = 1.f; // cos(angle == 0);
|
||||
float t = 0.f; // sin(angle == 0);
|
||||
float s = 1.f; // std::cos(angle == 0);
|
||||
float t = 0.f; // std::sin(angle == 0);
|
||||
|
||||
for (float angle = 0.f; angle < angle_max; )
|
||||
{
|
||||
|
@ -424,8 +424,8 @@ void StandardShapes::MakeCone(float height,float radius1,
|
|||
const aiVector3D v2 = aiVector3D (s * radius2, halfHeight, t * radius2 );
|
||||
|
||||
const float next = angle + angle_delta;
|
||||
float s2 = ::cos(next);
|
||||
float t2 = ::sin(next);
|
||||
float s2 = std::cos(next);
|
||||
float t2 = std::sin(next);
|
||||
|
||||
const aiVector3D v3 = aiVector3D (s2 * radius2, halfHeight, t2 * radius2 );
|
||||
const aiVector3D v4 = aiVector3D (s2 * radius1, -halfHeight, t2 * radius1 );
|
||||
|
@ -476,7 +476,7 @@ void StandardShapes::MakeCircle(float radius, unsigned int tess,
|
|||
if (tess < 3 || !radius)
|
||||
return;
|
||||
|
||||
radius = ::fabs(radius);
|
||||
radius = std::fabs(radius);
|
||||
|
||||
// We will need 3 vertices per segment
|
||||
positions.reserve(positions.size()+tess*3);
|
||||
|
@ -484,15 +484,15 @@ void StandardShapes::MakeCircle(float radius, unsigned int tess,
|
|||
const float angle_delta = (float)AI_MATH_TWO_PI / tess;
|
||||
const float angle_max = (float)AI_MATH_TWO_PI;
|
||||
|
||||
float s = 1.f; // cos(angle == 0);
|
||||
float t = 0.f; // sin(angle == 0);
|
||||
float s = 1.f; // std::cos(angle == 0);
|
||||
float t = 0.f; // std::sin(angle == 0);
|
||||
|
||||
for (float angle = 0.f; angle < angle_max; )
|
||||
{
|
||||
positions.push_back(aiVector3D(s * radius,0.f,t * radius));
|
||||
angle += angle_delta;
|
||||
s = ::cos(angle);
|
||||
t = ::sin(angle);
|
||||
s = std::cos(angle);
|
||||
t = std::sin(angle);
|
||||
positions.push_back(aiVector3D(s * radius,0.f,t * radius));
|
||||
|
||||
positions.push_back(aiVector3D(0.f,0.f,0.f));
|
||||
|
|
|
@ -116,19 +116,19 @@ struct STransformVecInfo : public aiUVTransform
|
|||
// We use a small epsilon here
|
||||
const static float epsilon = 0.05f;
|
||||
|
||||
if (fabs( mTranslation.x - other.mTranslation.x ) > epsilon ||
|
||||
fabs( mTranslation.y - other.mTranslation.y ) > epsilon)
|
||||
if (std::fabs( mTranslation.x - other.mTranslation.x ) > epsilon ||
|
||||
std::fabs( mTranslation.y - other.mTranslation.y ) > epsilon)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (fabs( mScaling.x - other.mScaling.x ) > epsilon ||
|
||||
fabs( mScaling.y - other.mScaling.y ) > epsilon)
|
||||
if (std::fabs( mScaling.x - other.mScaling.x ) > epsilon ||
|
||||
std::fabs( mScaling.y - other.mScaling.y ) > epsilon)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (fabs( mRotation - other.mRotation) > epsilon)
|
||||
if (std::fabs( mRotation - other.mRotation) > epsilon)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -168,8 +168,8 @@ struct STransformVecInfo : public aiUVTransform
|
|||
if (mRotation)
|
||||
{
|
||||
aiMatrix3x3 mRot;
|
||||
mRot.a1 = mRot.b2 = cos(mRotation);
|
||||
mRot.a2 = mRot.b1 = sin(mRotation);
|
||||
mRot.a1 = mRot.b2 = std::cos(mRotation);
|
||||
mRot.a2 = mRot.b1 = std::sin(mRotation);
|
||||
mRot.a2 = -mRot.a2;
|
||||
mOut *= mRot;
|
||||
}
|
||||
|
|
|
@ -241,7 +241,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
|||
diag.Normalize();
|
||||
right.Normalize();
|
||||
|
||||
const float angle = acos(left*diag) + acos(right*diag);
|
||||
const float angle = std::acos(left*diag) + std::acos(right*diag);
|
||||
if (angle > AI_MATH_PI_F) {
|
||||
// this is the concave point
|
||||
start_vertex = i;
|
||||
|
@ -486,7 +486,7 @@ bool TriangulateProcess::TriangulateMesh( aiMesh* pMesh)
|
|||
unsigned int* i = f->mIndices;
|
||||
|
||||
// drop dumb 0-area triangles
|
||||
if (fabs(GetArea2D(temp_verts[i[0]],temp_verts[i[1]],temp_verts[i[2]])) < 1e-5f) {
|
||||
if (std::fabs(GetArea2D(temp_verts[i[0]],temp_verts[i[1]],temp_verts[i[2]])) < 1e-5f) {
|
||||
DefaultLogger::get()->debug("Dropping triangle with area 0");
|
||||
--curOut;
|
||||
|
||||
|
|
|
@ -312,7 +312,7 @@ inline const char* fast_atoreal_move( const char* c, Real& out, bool check_comma
|
|||
if (einv) {
|
||||
exp = -exp;
|
||||
}
|
||||
f *= pow(static_cast<Real>(10.0), exp);
|
||||
f *= std::pow(static_cast<Real>(10.0), exp);
|
||||
}
|
||||
|
||||
if (inv) {
|
||||
|
|
|
@ -175,7 +175,7 @@ template <typename TReal>
|
|||
inline bool aiColor4t<TReal> :: IsBlack() const {
|
||||
// The alpha component doesn't care here. black is black.
|
||||
static const TReal epsilon = 10e-3f;
|
||||
return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
|
||||
return std::fabs( r ) < epsilon && std::fabs( g ) < epsilon && std::fabs( b ) < epsilon;
|
||||
}
|
||||
|
||||
#endif // __cplusplus
|
||||
|
|
|
@ -200,8 +200,8 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Inverse()
|
|||
template <typename TReal>
|
||||
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::RotationZ(TReal a, aiMatrix3x3t<TReal>& out)
|
||||
{
|
||||
out.a1 = out.b2 = ::cos(a);
|
||||
out.b1 = ::sin(a);
|
||||
out.a1 = out.b2 = std::cos(a);
|
||||
out.b1 = std::sin(a);
|
||||
out.a2 = - out.b1;
|
||||
|
||||
out.a3 = out.b3 = out.c1 = out.c2 = 0.f;
|
||||
|
@ -215,7 +215,7 @@ inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::RotationZ(TReal a, aiMatrix3x3t
|
|||
template <typename TReal>
|
||||
inline aiMatrix3x3t<TReal>& aiMatrix3x3t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix3x3t<TReal>& out)
|
||||
{
|
||||
TReal c = cos( a), s = sin( a), t = 1 - c;
|
||||
TReal c = std::cos( a), s = std::sin( a), t = 1 - c;
|
||||
TReal x = axis.x, y = axis.y, z = axis.z;
|
||||
|
||||
// Many thanks to MathWorld and Wikipedia
|
||||
|
|
|
@ -53,12 +53,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include <algorithm>
|
||||
#include <limits>
|
||||
|
||||
#ifdef __cplusplus
|
||||
# include <cmath>
|
||||
#else
|
||||
# include <math.h>
|
||||
#endif
|
||||
#include <cmath>
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
|
@ -379,12 +374,12 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::FromEulerAnglesXYZ(TReal x, TRe
|
|||
{
|
||||
aiMatrix4x4t<TReal>& _this = *this;
|
||||
|
||||
TReal cr = cos( x );
|
||||
TReal sr = sin( x );
|
||||
TReal cp = cos( y );
|
||||
TReal sp = sin( y );
|
||||
TReal cy = cos( z );
|
||||
TReal sy = sin( z );
|
||||
TReal cr = std::cos( x );
|
||||
TReal sr = std::sin( x );
|
||||
TReal cp = std::cos( y );
|
||||
TReal sp = std::sin( y );
|
||||
TReal cy = std::cos( z );
|
||||
TReal sy = std::sin( z );
|
||||
|
||||
_this.a1 = cp*cy ;
|
||||
_this.a2 = cp*sy;
|
||||
|
@ -439,8 +434,8 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationX(TReal a, aiMatrix4x4t
|
|||
| 0 sin(A) cos(A) 0 |
|
||||
| 0 0 0 1 | */
|
||||
out = aiMatrix4x4t<TReal>();
|
||||
out.b2 = out.c3 = cos(a);
|
||||
out.b3 = -(out.c2 = sin(a));
|
||||
out.b2 = out.c3 = std::cos(a);
|
||||
out.b3 = -(out.c2 = std::sin(a));
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -455,8 +450,8 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationY(TReal a, aiMatrix4x4t
|
|||
| 0 0 0 1 |
|
||||
*/
|
||||
out = aiMatrix4x4t<TReal>();
|
||||
out.a1 = out.c3 = cos(a);
|
||||
out.c1 = -(out.a3 = sin(a));
|
||||
out.a1 = out.c3 = std::cos(a);
|
||||
out.c1 = -(out.a3 = std::sin(a));
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -470,8 +465,8 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationZ(TReal a, aiMatrix4x4t
|
|||
| 0 0 1 0 |
|
||||
| 0 0 0 1 | */
|
||||
out = aiMatrix4x4t<TReal>();
|
||||
out.a1 = out.b2 = cos(a);
|
||||
out.a2 = -(out.b1 = sin(a));
|
||||
out.a1 = out.b2 = std::cos(a);
|
||||
out.a2 = -(out.b1 = std::sin(a));
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -480,7 +475,7 @@ inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::RotationZ(TReal a, aiMatrix4x4t
|
|||
template <typename TReal>
|
||||
inline aiMatrix4x4t<TReal>& aiMatrix4x4t<TReal>::Rotation( TReal a, const aiVector3t<TReal>& axis, aiMatrix4x4t<TReal>& out)
|
||||
{
|
||||
TReal c = cos( a), s = sin( a), t = 1 - c;
|
||||
TReal c = std::cos( a), s = std::sin( a), t = 1 - c;
|
||||
TReal x = axis.x, y = axis.y, z = axis.z;
|
||||
|
||||
// Many thanks to MathWorld and Wikipedia
|
||||
|
|
|
@ -84,7 +84,7 @@ inline aiQuaterniont<TReal>::aiQuaterniont( const aiMatrix3x3t<TReal> &pRotMatri
|
|||
// large enough
|
||||
if( t > static_cast<TReal>(0))
|
||||
{
|
||||
TReal s = sqrt(1 + t) * static_cast<TReal>(2.0);
|
||||
TReal s = std::sqrt(1 + t) * static_cast<TReal>(2.0);
|
||||
x = (pRotMatrix.c2 - pRotMatrix.b3) / s;
|
||||
y = (pRotMatrix.a3 - pRotMatrix.c1) / s;
|
||||
z = (pRotMatrix.b1 - pRotMatrix.a2) / s;
|
||||
|
@ -93,7 +93,7 @@ inline aiQuaterniont<TReal>::aiQuaterniont( const aiMatrix3x3t<TReal> &pRotMatri
|
|||
else if( pRotMatrix.a1 > pRotMatrix.b2 && pRotMatrix.a1 > pRotMatrix.c3 )
|
||||
{
|
||||
// Column 0:
|
||||
TReal s = sqrt( static_cast<TReal>(1.0) + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * static_cast<TReal>(2.0);
|
||||
TReal s = std::sqrt( static_cast<TReal>(1.0) + pRotMatrix.a1 - pRotMatrix.b2 - pRotMatrix.c3) * static_cast<TReal>(2.0);
|
||||
x = static_cast<TReal>(0.25) * s;
|
||||
y = (pRotMatrix.b1 + pRotMatrix.a2) / s;
|
||||
z = (pRotMatrix.a3 + pRotMatrix.c1) / s;
|
||||
|
@ -102,7 +102,7 @@ inline aiQuaterniont<TReal>::aiQuaterniont( const aiMatrix3x3t<TReal> &pRotMatri
|
|||
else if( pRotMatrix.b2 > pRotMatrix.c3)
|
||||
{
|
||||
// Column 1:
|
||||
TReal s = sqrt( static_cast<TReal>(1.0) + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * static_cast<TReal>(2.0);
|
||||
TReal s = std::sqrt( static_cast<TReal>(1.0) + pRotMatrix.b2 - pRotMatrix.a1 - pRotMatrix.c3) * static_cast<TReal>(2.0);
|
||||
x = (pRotMatrix.b1 + pRotMatrix.a2) / s;
|
||||
y = static_cast<TReal>(0.25) * s;
|
||||
z = (pRotMatrix.c2 + pRotMatrix.b3) / s;
|
||||
|
@ -110,7 +110,7 @@ inline aiQuaterniont<TReal>::aiQuaterniont( const aiMatrix3x3t<TReal> &pRotMatri
|
|||
} else
|
||||
{
|
||||
// Column 2:
|
||||
TReal s = sqrt( static_cast<TReal>(1.0) + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * static_cast<TReal>(2.0);
|
||||
TReal s = std::sqrt( static_cast<TReal>(1.0) + pRotMatrix.c3 - pRotMatrix.a1 - pRotMatrix.b2) * static_cast<TReal>(2.0);
|
||||
x = (pRotMatrix.a3 + pRotMatrix.c1) / s;
|
||||
y = (pRotMatrix.c2 + pRotMatrix.b3) / s;
|
||||
z = static_cast<TReal>(0.25) * s;
|
||||
|
@ -123,12 +123,12 @@ inline aiQuaterniont<TReal>::aiQuaterniont( const aiMatrix3x3t<TReal> &pRotMatri
|
|||
template<typename TReal>
|
||||
inline aiQuaterniont<TReal>::aiQuaterniont( TReal fPitch, TReal fYaw, TReal fRoll )
|
||||
{
|
||||
const TReal fSinPitch(sin(fPitch*static_cast<TReal>(0.5)));
|
||||
const TReal fCosPitch(cos(fPitch*static_cast<TReal>(0.5)));
|
||||
const TReal fSinYaw(sin(fYaw*static_cast<TReal>(0.5)));
|
||||
const TReal fCosYaw(cos(fYaw*static_cast<TReal>(0.5)));
|
||||
const TReal fSinRoll(sin(fRoll*static_cast<TReal>(0.5)));
|
||||
const TReal fCosRoll(cos(fRoll*static_cast<TReal>(0.5)));
|
||||
const TReal fSinPitch(std::sin(fPitch*static_cast<TReal>(0.5)));
|
||||
const TReal fCosPitch(std::cos(fPitch*static_cast<TReal>(0.5)));
|
||||
const TReal fSinYaw(std::sin(fYaw*static_cast<TReal>(0.5)));
|
||||
const TReal fCosYaw(std::cos(fYaw*static_cast<TReal>(0.5)));
|
||||
const TReal fSinRoll(std::sin(fRoll*static_cast<TReal>(0.5)));
|
||||
const TReal fCosRoll(std::cos(fRoll*static_cast<TReal>(0.5)));
|
||||
const TReal fCosPitchCosYaw(fCosPitch*fCosYaw);
|
||||
const TReal fSinPitchSinYaw(fSinPitch*fSinYaw);
|
||||
x = fSinRoll * fCosPitchCosYaw - fCosRoll * fSinPitchSinYaw;
|
||||
|
@ -163,8 +163,8 @@ inline aiQuaterniont<TReal>::aiQuaterniont( aiVector3t<TReal> axis, TReal angle)
|
|||
{
|
||||
axis.Normalize();
|
||||
|
||||
const TReal sin_a = sin( angle / 2 );
|
||||
const TReal cos_a = cos( angle / 2 );
|
||||
const TReal sin_a = std::sin( angle / 2 );
|
||||
const TReal cos_a = std::cos( angle / 2 );
|
||||
x = axis.x * sin_a;
|
||||
y = axis.y * sin_a;
|
||||
z = axis.z * sin_a;
|
||||
|
@ -184,7 +184,7 @@ inline aiQuaterniont<TReal>::aiQuaterniont( aiVector3t<TReal> normalized)
|
|||
if (t < static_cast<TReal>(0.0)) {
|
||||
w = static_cast<TReal>(0.0);
|
||||
}
|
||||
else w = sqrt (t);
|
||||
else w = std::sqrt (t);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
|
@ -214,10 +214,10 @@ inline void aiQuaterniont<TReal>::Interpolate( aiQuaterniont& pOut, const aiQuat
|
|||
{
|
||||
// Standard case (slerp)
|
||||
TReal omega, sinom;
|
||||
omega = acos( cosom); // extract theta from dot product's cos theta
|
||||
sinom = sin( omega);
|
||||
sclp = sin( (static_cast<TReal>(1.0) - pFactor) * omega) / sinom;
|
||||
sclq = sin( pFactor * omega) / sinom;
|
||||
omega = std::acos( cosom); // extract theta from dot product's cos theta
|
||||
sinom = std::sin( omega);
|
||||
sclp = std::sin( (static_cast<TReal>(1.0) - pFactor) * omega) / sinom;
|
||||
sclq = std::sin( pFactor * omega) / sinom;
|
||||
} else
|
||||
{
|
||||
// Very close, do linear interp (because it's faster)
|
||||
|
@ -236,7 +236,7 @@ template<typename TReal>
|
|||
inline aiQuaterniont<TReal>& aiQuaterniont<TReal>::Normalize()
|
||||
{
|
||||
// compute the magnitude and divide through it
|
||||
const TReal mag = sqrt(x*x + y*y + z*z + w*w);
|
||||
const TReal mag = std::sqrt(x*x + y*y + z*z + w*w);
|
||||
if (mag)
|
||||
{
|
||||
const TReal invMag = static_cast<TReal>(1.0)/mag;
|
||||
|
|
|
@ -217,7 +217,7 @@ struct aiColor3D
|
|||
/** Check whether a color is black */
|
||||
bool IsBlack() const {
|
||||
static const float epsilon = 10e-3f;
|
||||
return fabs( r ) < epsilon && fabs( g ) < epsilon && fabs( b ) < epsilon;
|
||||
return std::fabs( r ) < epsilon && std::fabs( g ) < epsilon && std::fabs( b ) < epsilon;
|
||||
}
|
||||
|
||||
#endif // !__cplusplus
|
||||
|
|
|
@ -71,7 +71,7 @@ TReal aiVector2t<TReal>::SquareLength() const {
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
TReal aiVector2t<TReal>::Length() const {
|
||||
return ::sqrt( SquareLength());
|
||||
return std::sqrt( SquareLength());
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
|
|
@ -92,7 +92,7 @@ AI_FORCE_INLINE TReal aiVector3t<TReal>::SquareLength() const {
|
|||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
AI_FORCE_INLINE TReal aiVector3t<TReal>::Length() const {
|
||||
return ::sqrt( SquareLength());
|
||||
return std::sqrt( SquareLength());
|
||||
}
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
template <typename TReal>
|
||||
|
|
Loading…
Reference in New Issue