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Refactoring: add usage of ai_epsilon to fbx.

Kim Kulling 3 năm trước cách đây
mục cha
commit
067c5d9ec4

+ 2 - 0
code/AssetLib/FBX/FBXCommon.h

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

+ 2 - 1
code/AssetLib/FBX/FBXConverter.cpp

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

+ 1 - 1
include/assimp/defs.h

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