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@@ -365,7 +365,7 @@ inline void aiMatrix4x4t<TReal>::Decompose(aiVector3t<TReal>& pScaling, aiVector
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*/
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// Use a small epsilon to solve floating-point inaccuracies
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- constexpr TReal epsilon = 10e-3f;
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+ const TReal epsilon = 10e-3f;
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pRotation.y = asin(vCols[2].x);// D. Angle around oY.
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@@ -412,7 +412,7 @@ aiQuaterniont<TReal> pRotation;
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pRotationAngle = acos(angle_cos) * 2;
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// Use a small epsilon to solve floating-point inaccuracies
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- constexpr TReal epsilon = 10e-3f;
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+ const TReal epsilon = 10e-3f;
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if(fabs(angle_sin) < epsilon) angle_sin = 1;
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