closes https://github.com/assimp/assimp/issues/2598: introduce getEpsilon
parent
2be0eba1ab
commit
8b95479bb0
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@ -45,6 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "ColladaExporter.h"
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#include "ColladaExporter.h"
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#include <assimp/Bitmap.h>
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#include <assimp/Bitmap.h>
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#include <assimp/MathFunctions.h>
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#include <assimp/fast_atof.h>
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#include <assimp/fast_atof.h>
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#include <assimp/SceneCombiner.h>
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#include <assimp/SceneCombiner.h>
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#include <assimp/StringUtils.h>
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#include <assimp/StringUtils.h>
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@ -155,7 +156,7 @@ void ColladaExporter::WriteFile() {
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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// Writes the asset header
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// Writes the asset header
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void ColladaExporter::WriteHeader() {
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void ColladaExporter::WriteHeader() {
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static const ai_real epsilon = ai_real( 0.00001 );
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static const ai_real epsilon = Math::getEpsilon<ai_real>();
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static const aiQuaternion x_rot(aiMatrix3x3(
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static const aiQuaternion x_rot(aiMatrix3x3(
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0, -1, 0,
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0, -1, 0,
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1, 0, 0,
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1, 0, 0,
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@ -55,6 +55,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "FBXImporter.h"
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#include "FBXImporter.h"
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#include <assimp/StringComparison.h>
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#include <assimp/StringComparison.h>
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#include <assimp/MathFunctions.h>
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#include <assimp/scene.h>
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#include <assimp/scene.h>
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@ -553,7 +554,7 @@ namespace Assimp {
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return;
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return;
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}
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}
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const float angle_epsilon = 1e-6f;
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const float angle_epsilon = Math::getEpsilon<float>();
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out = aiMatrix4x4();
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out = aiMatrix4x4();
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@ -39,22 +39,24 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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*/
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*/
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#pragma once
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/** @file MathFunctions.h
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/** @file MathFunctions.h
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* @brief Implementation of the math functions (gcd and lcm)
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* @brief Implementation of math utility functions.
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*
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*
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* Copied from BoostWorkaround/math
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*/
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*/
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#include <limits>
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namespace Assimp {
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namespace Assimp {
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namespace Math {
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namespace Math {
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// TODO: use binary GCD for unsigned integers ....
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// TODO: use binary GCD for unsigned integers ....
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template < typename IntegerType >
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template < typename IntegerType >
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IntegerType gcd( IntegerType a, IntegerType b )
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inline
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{
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IntegerType gcd( IntegerType a, IntegerType b ) {
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const IntegerType zero = (IntegerType)0;
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const IntegerType zero = (IntegerType)0;
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while ( true )
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while ( true ) {
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{
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if ( a == zero )
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if ( a == zero )
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return b;
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return b;
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b %= a;
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b %= a;
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@ -66,12 +68,19 @@ IntegerType gcd( IntegerType a, IntegerType b )
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}
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}
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template < typename IntegerType >
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template < typename IntegerType >
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IntegerType lcm( IntegerType a, IntegerType b )
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inline
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{
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IntegerType lcm( IntegerType a, IntegerType b ) {
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const IntegerType t = gcd (a,b);
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const IntegerType t = gcd (a,b);
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if (!t)return t;
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if (!t)
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return t;
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return a / t * b;
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return a / t * b;
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}
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}
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template<class T>
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inline
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T getEpsilon() {
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return std::numeric_limits<T>::epsilon();
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}
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}
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}
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}
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}
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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
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Copyright (c) 2006-2019, assimp team
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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Redistribution and use of this software in source and binary forms,
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@ -53,6 +51,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "matrix4x4.h"
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#include "matrix4x4.h"
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#include "matrix3x3.h"
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#include "matrix3x3.h"
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#include "quaternion.h"
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#include "quaternion.h"
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#include "MathFunctions.h"
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#include <algorithm>
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#include <algorithm>
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#include <limits>
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#include <limits>
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@ -420,8 +419,8 @@ inline void aiMatrix4x4t<TReal>::Decompose (aiVector3t<TReal>& pScaling, aiQuate
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}
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}
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template <typename TReal>
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template <typename TReal>
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inline void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotation, aiVector3t<TReal>& pPosition) const
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inline
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{
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void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector3t<TReal>& pRotation, aiVector3t<TReal>& pPosition) const {
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ASSIMP_MATRIX4_4_DECOMPOSE_PART;
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ASSIMP_MATRIX4_4_DECOMPOSE_PART;
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/*
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/*
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@ -442,7 +441,7 @@ inline void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector
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*/
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*/
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// Use a small epsilon to solve floating-point inaccuracies
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// Use a small epsilon to solve floating-point inaccuracies
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const TReal epsilon = 10e-3f;
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const TReal epsilon = Math::getEpsilon<TReal>();
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pRotation.y = std::asin(-vCols[0].z);// D. Angle around oY.
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pRotation.y = std::asin(-vCols[0].z);// D. Angle around oY.
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