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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