propagating precision requirments into operations
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@@ -49,10 +49,10 @@ using namespace Assimp;
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namespace {
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const static aiVector3D base_axis_y(0.f,1.f,0.f);
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const static aiVector3D base_axis_x(1.f,0.f,0.f);
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const static aiVector3D base_axis_z(0.f,0.f,1.f);
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const static float angle_epsilon = 0.95f;
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const static aiVector3D base_axis_y(0.0,1.0,0.0);
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const static aiVector3D base_axis_x(1.0,0.0,0.0);
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const static aiVector3D base_axis_z(0.0,0.0,1.0);
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const static ai_real angle_epsilon = 0.95;
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}
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// ------------------------------------------------------------------------------------------------
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@@ -81,9 +81,9 @@ bool ComputeUVMappingProcess::IsActive( unsigned int pFlags) const
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inline bool PlaneIntersect(const aiRay& ray, const aiVector3D& planePos,
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const aiVector3D& planeNormal, aiVector3D& pos)
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{
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const float b = planeNormal * (planePos - ray.pos);
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float h = ray.dir * planeNormal;
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if ((h < 10e-5f && h > -10e-5f) || (h = b/h) < 0)
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const ai_real b = planeNormal * (planePos - ray.pos);
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ai_real h = ray.dir * planeNormal;
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if ((h < 10e-5 && h > -10e-5) || (h = b/h) < 0)
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return false;
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pos = ray.pos + (ray.dir * h);
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@@ -109,11 +109,11 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
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// much easier, but I don't know how and am currently too tired to
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// to think about a better solution.
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const static float LOWER_LIMIT = 0.1f;
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const static float UPPER_LIMIT = 0.9f;
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const static ai_real LOWER_LIMIT = 0.1;
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const static ai_real UPPER_LIMIT = 0.9;
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const static float LOWER_EPSILON = 10e-3f;
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const static float UPPER_EPSILON = 1.f-10e-3f;
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const static ai_real LOWER_EPSILON = 10e-3;
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const static ai_real UPPER_EPSILON = 1.0-10e-3;
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for (unsigned int fidx = 0; fidx < mesh->mNumFaces;++fidx)
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{
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@@ -156,12 +156,12 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
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// If the u value is over the upper limit and no other u
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// value of that face is 0, round it to 0
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if (out[face.mIndices[n]].x > UPPER_LIMIT && !zero)
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out[face.mIndices[n]].x = 0.f;
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out[face.mIndices[n]].x = 0.0;
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// If the u value is below the lower limit and no other u
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// value of that face is 1, round it to 1
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else if (out[face.mIndices[n]].x < LOWER_LIMIT && !one)
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out[face.mIndices[n]].x = 1.f;
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out[face.mIndices[n]].x = 1.0;
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// The face contains both 0 and 1 as UV coords. This can occur
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// for faces which have an edge that lies directly on the seam.
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@@ -171,9 +171,9 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
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else if (one && zero)
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{
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if (round_to_zero && out[face.mIndices[n]].x >= UPPER_EPSILON)
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out[face.mIndices[n]].x = 0.f;
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out[face.mIndices[n]].x = 0.0;
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else if (!round_to_zero && out[face.mIndices[n]].x <= LOWER_EPSILON)
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out[face.mIndices[n]].x = 1.f;
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out[face.mIndices[n]].x = 1.0;
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}
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}
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}
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@@ -207,7 +207,7 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
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out[pnt] = aiVector3D((atan2 (diff.z, diff.y) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
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(std::asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
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(std::asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
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}
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}
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else if (axis * base_axis_y >= angle_epsilon) {
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@@ -215,7 +215,7 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
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out[pnt] = aiVector3D((atan2 (diff.x, diff.z) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
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(std::asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
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(std::asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
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}
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}
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else if (axis * base_axis_z >= angle_epsilon) {
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@@ -223,7 +223,7 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
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out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
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(std::asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
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(std::asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
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}
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}
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// slower code path in case the mapping axis is not one of the coordinate system axes
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@@ -235,7 +235,7 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D diff = ((mTrafo*mesh->mVertices[pnt])-center).Normalize();
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out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
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(asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
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(asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.0);
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}
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}
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@@ -257,7 +257,7 @@ void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector
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// thus changing the mapping axis)
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if (axis * base_axis_x >= angle_epsilon) {
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FindMeshCenter(mesh, center, min, max);
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const float diff = max.x - min.x;
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const ai_real diff = max.x - min.x;
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// If the main axis is 'z', the z coordinate of a point 'p' is mapped
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// directly to the texture V axis. The other axis is derived from
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@@ -268,12 +268,12 @@ void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector
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aiVector3D& uv = out[pnt];
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uv.y = (pos.x - min.x) / diff;
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uv.x = (atan2 ( pos.z - center.z, pos.y - center.y) +(float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI;
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uv.x = (atan2 ( pos.z - center.z, pos.y - center.y) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
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}
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}
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else if (axis * base_axis_y >= angle_epsilon) {
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FindMeshCenter(mesh, center, min, max);
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const float diff = max.y - min.y;
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const ai_real diff = max.y - min.y;
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// just the same ...
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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@@ -281,12 +281,12 @@ void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector
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aiVector3D& uv = out[pnt];
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uv.y = (pos.y - min.y) / diff;
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uv.x = (atan2 ( pos.x - center.x, pos.z - center.z) +(float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI;
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uv.x = (atan2 ( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
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}
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}
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else if (axis * base_axis_z >= angle_epsilon) {
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FindMeshCenter(mesh, center, min, max);
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const float diff = max.z - min.z;
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const ai_real diff = max.z - min.z;
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// just the same ...
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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@@ -294,7 +294,7 @@ void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector
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aiVector3D& uv = out[pnt];
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uv.y = (pos.z - min.z) / diff;
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uv.x = (atan2 ( pos.y - center.y, pos.x - center.x) +(float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI;
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uv.x = (atan2 ( pos.y - center.y, pos.x - center.x) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
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}
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}
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// slower code path in case the mapping axis is not one of the coordinate system axes
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@@ -302,7 +302,7 @@ void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector
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aiMatrix4x4 mTrafo;
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aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
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FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
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const float diff = max.y - min.y;
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const ai_real diff = max.y - min.y;
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// again the same, except we're applying a transformation now
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt){
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@@ -310,7 +310,7 @@ void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector
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aiVector3D& uv = out[pnt];
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uv.y = (pos.y - min.y) / diff;
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uv.x = (atan2 ( pos.x - center.x, pos.z - center.z) +(float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI;
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uv.x = (atan2 ( pos.x - center.x, pos.z - center.z) +(ai_real)AI_MATH_PI ) / (ai_real)AI_MATH_TWO_PI;
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}
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}
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@@ -323,7 +323,7 @@ void ComputeUVMappingProcess::ComputeCylinderMapping(aiMesh* mesh,const aiVector
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// ------------------------------------------------------------------------------------------------
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void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
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{
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float diffu,diffv;
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ai_real diffu,diffv;
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aiVector3D center, min, max;
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// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
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@@ -337,7 +337,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D& pos = mesh->mVertices[pnt];
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out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv,0.f);
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out[pnt].Set((pos.z - min.z) / diffu,(pos.y - min.y) / diffv,0.0);
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}
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}
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else if (axis * base_axis_y >= angle_epsilon) {
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@@ -347,7 +347,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D& pos = mesh->mVertices[pnt];
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out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.f);
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out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0);
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}
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}
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else if (axis * base_axis_z >= angle_epsilon) {
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@@ -357,7 +357,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D& pos = mesh->mVertices[pnt];
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out[pnt].Set((pos.y - min.y) / diffu,(pos.x - min.x) / diffv,0.f);
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out[pnt].Set((pos.y - min.y) / diffu,(pos.x - min.x) / diffv,0.0);
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}
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}
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// slower code path in case the mapping axis is not one of the coordinate system axes
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@@ -372,7 +372,7 @@ void ComputeUVMappingProcess::ComputePlaneMapping(aiMesh* mesh,const aiVector3D&
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// again the same, except we're applying a transformation now
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for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
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const aiVector3D pos = mTrafo * mesh->mVertices[pnt];
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out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.f);
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out[pnt].Set((pos.x - min.x) / diffu,(pos.z - min.z) / diffv,0.0);
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}
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}
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