add missing include.
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@@ -695,7 +695,7 @@ namespace Assimp {
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std::fill_n(chain, static_cast<unsigned int>(TransformationComp_MAXIMUM), aiMatrix4x4());
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// generate transformation matrices for all the different transformation components
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const float zero_epsilon = 1e-6f;
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const float zero_epsilon = Math::getEpsilon<float>();
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const aiVector3D all_ones(1.0f, 1.0f, 1.0f);
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const aiVector3D& PreRotation = PropertyGet<aiVector3D>(props, "PreRotation", ok);
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@@ -2968,7 +2968,7 @@ void FBXConverter::SetShadingPropertiesRaw(aiMaterial* out_mat, const PropertyTa
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TransformationCompDefaultValue(comp)
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);
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const float epsilon = 1e-6f;
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const float epsilon = Math::getEpsilon<float>();
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return (dyn_val - static_val).SquareLength() < epsilon;
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}
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