Refactoring: add usage of ai_epsilon to fbx.
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@@ -80,8 +80,10 @@ enum TransformInheritance {
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TransformInheritance_MAX // end-of-enum sentinel
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};
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} // namespace FBX
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} // namespace Assimp
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#endif // ASSIMP_BUILD_NO_FBX_EXPORTER
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#endif // AI_FBXCOMMON_H_INC
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@@ -3187,7 +3187,8 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
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}
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bool ok = false;
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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& preRotation = PropertyGet<aiVector3D>(props, "PreRotation", ok);
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if (ok && preRotation.SquareLength() > zero_epsilon) {
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@@ -283,7 +283,7 @@ typedef unsigned int ai_uint;
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#define AI_RAD_TO_DEG(x) ((x) * (ai_real)57.2957795)
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/* Numerical limits */
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static const ai_real ai_epsilon = (ai_real)0.00001;
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static const ai_real ai_epsilon = (ai_real) 1e-6;
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/* Support for big-endian builds */
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#if defined(__BYTE_ORDER__)
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