propagating precision requirments into operations
This commit is contained in:
@@ -95,7 +95,7 @@ namespace Assimp {
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void Subdivide(std::vector<aiVector3D>& positions)
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{
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// assume this to be constant - (fixme: must be 1.0? I think so)
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const float fl1 = positions[0].Length();
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const ai_real fl1 = positions[0].Length();
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unsigned int origSize = (unsigned int)positions.size();
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for (unsigned int i = 0 ; i < origSize ; i+=3)
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@@ -194,21 +194,21 @@ unsigned int StandardShapes::MakeIcosahedron(std::vector<aiVector3D>& positions)
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{
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positions.reserve(positions.size()+60);
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const float t = (1.f + 2.236067977f)/2.f;
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const float s = std::sqrt(1.f + t*t);
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const ai_real t = (1.0 + 2.236067977)/2.0;
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const ai_real s = std::sqrt(1.0 + t*t);
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const aiVector3D v0 = aiVector3D(t,1.f, 0.f)/s;
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const aiVector3D v1 = aiVector3D(-t,1.f, 0.f)/s;
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const aiVector3D v2 = aiVector3D(t,-1.f, 0.f)/s;
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const aiVector3D v3 = aiVector3D(-t,-1.f, 0.f)/s;
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const aiVector3D v4 = aiVector3D(1.f, 0.f, t)/s;
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const aiVector3D v5 = aiVector3D(1.f, 0.f,-t)/s;
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const aiVector3D v6 = aiVector3D(-1.f, 0.f,t)/s;
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const aiVector3D v7 = aiVector3D(-1.f, 0.f,-t)/s;
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const aiVector3D v8 = aiVector3D(0.f, t, 1.f)/s;
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const aiVector3D v9 = aiVector3D(0.f,-t, 1.f)/s;
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const aiVector3D v10 = aiVector3D(0.f, t,-1.f)/s;
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const aiVector3D v11 = aiVector3D(0.f,-t,-1.f)/s;
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const aiVector3D v0 = aiVector3D(t,1.0, 0.0)/s;
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const aiVector3D v1 = aiVector3D(-t,1.0, 0.0)/s;
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const aiVector3D v2 = aiVector3D(t,-1.0, 0.0)/s;
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const aiVector3D v3 = aiVector3D(-t,-1.0, 0.0)/s;
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const aiVector3D v4 = aiVector3D(1.0, 0.0, t)/s;
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const aiVector3D v5 = aiVector3D(1.0, 0.0,-t)/s;
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const aiVector3D v6 = aiVector3D(-1.0, 0.0,t)/s;
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const aiVector3D v7 = aiVector3D(-1.0, 0.0,-t)/s;
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const aiVector3D v8 = aiVector3D(0.0, t, 1.0)/s;
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const aiVector3D v9 = aiVector3D(0.0,-t, 1.0)/s;
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const aiVector3D v10 = aiVector3D(0.0, t,-1.0)/s;
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const aiVector3D v11 = aiVector3D(0.0,-t,-1.0)/s;
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ADD_TRIANGLE(v0,v8,v4);
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ADD_TRIANGLE(v0,v5,v10);
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@@ -244,9 +244,9 @@ unsigned int StandardShapes::MakeDodecahedron(std::vector<aiVector3D>& positions
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{
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positions.reserve(positions.size()+108);
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const float a = 1.f / 1.7320508f;
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const float b = std::sqrt((3.f-2.23606797f)/6.f);
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const float c = std::sqrt((3.f+2.23606797f)/6.f);
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const ai_real a = 1.0 / 1.7320508;
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const ai_real b = std::sqrt((3.0-2.23606797f)/6.0);
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const ai_real c = std::sqrt((3.0+2.23606797f)/6.0);
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const aiVector3D v0 = aiVector3D(a,a,a);
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const aiVector3D v1 = aiVector3D(a,a,-a);
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@@ -256,18 +256,18 @@ unsigned int StandardShapes::MakeDodecahedron(std::vector<aiVector3D>& positions
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const aiVector3D v5 = aiVector3D(-a,a,-a);
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const aiVector3D v6 = aiVector3D(-a,-a,a);
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const aiVector3D v7 = aiVector3D(-a,-a,-a);
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const aiVector3D v8 = aiVector3D(b,c,0.f);
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const aiVector3D v9 = aiVector3D(-b,c,0.f);
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const aiVector3D v10 = aiVector3D(b,-c,0.f);
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const aiVector3D v11 = aiVector3D(-b,-c,0.f);
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const aiVector3D v12 = aiVector3D(c, 0.f, b);
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const aiVector3D v13 = aiVector3D(c, 0.f, -b);
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const aiVector3D v14 = aiVector3D(-c, 0.f, b);
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const aiVector3D v15 = aiVector3D(-c, 0.f, -b);
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const aiVector3D v16 = aiVector3D(0.f, b, c);
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const aiVector3D v17 = aiVector3D(0.f, -b, c);
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const aiVector3D v18 = aiVector3D(0.f, b, -c);
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const aiVector3D v19 = aiVector3D(0.f, -b, -c);
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const aiVector3D v8 = aiVector3D(b,c,0.0);
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const aiVector3D v9 = aiVector3D(-b,c,0.0);
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const aiVector3D v10 = aiVector3D(b,-c,0.0);
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const aiVector3D v11 = aiVector3D(-b,-c,0.0);
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const aiVector3D v12 = aiVector3D(c, 0.0, b);
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const aiVector3D v13 = aiVector3D(c, 0.0, -b);
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const aiVector3D v14 = aiVector3D(-c, 0.0, b);
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const aiVector3D v15 = aiVector3D(-c, 0.0, -b);
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const aiVector3D v16 = aiVector3D(0.0, b, c);
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const aiVector3D v17 = aiVector3D(0.0, -b, c);
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const aiVector3D v18 = aiVector3D(0.0, b, -c);
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const aiVector3D v19 = aiVector3D(0.0, -b, -c);
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ADD_PENTAGON(v0, v8, v9, v4, v16);
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ADD_PENTAGON(v0, v12, v13, v1, v8);
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@@ -291,12 +291,12 @@ unsigned int StandardShapes::MakeOctahedron(std::vector<aiVector3D>& positions)
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{
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positions.reserve(positions.size()+24);
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const aiVector3D v0 = aiVector3D(1.0f, 0.f, 0.f) ;
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const aiVector3D v1 = aiVector3D(-1.0f, 0.f, 0.f);
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const aiVector3D v2 = aiVector3D(0.f, 1.0f, 0.f);
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const aiVector3D v3 = aiVector3D(0.f, -1.0f, 0.f);
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const aiVector3D v4 = aiVector3D(0.f, 0.f, 1.0f);
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const aiVector3D v5 = aiVector3D(0.f, 0.f, -1.0f);
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const aiVector3D v0 = aiVector3D(1.0, 0.0, 0.0) ;
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const aiVector3D v1 = aiVector3D(-1.0, 0.0, 0.0);
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const aiVector3D v2 = aiVector3D(0.0, 1.0, 0.0);
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const aiVector3D v3 = aiVector3D(0.0, -1.0, 0.0);
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const aiVector3D v4 = aiVector3D(0.0, 0.0, 1.0);
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const aiVector3D v5 = aiVector3D(0.0, 0.0, -1.0);
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ADD_TRIANGLE(v4,v0,v2);
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ADD_TRIANGLE(v4,v2,v1);
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@@ -316,13 +316,13 @@ unsigned int StandardShapes::MakeTetrahedron(std::vector<aiVector3D>& positions)
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{
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positions.reserve(positions.size()+9);
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const float a = 1.41421f/3.f;
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const float b = 2.4494f/3.f;
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const ai_real a = 1.41421/3.0;
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const ai_real b = 2.4494/3.0;
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const aiVector3D v0 = aiVector3D(0.f,0.f,1.f);
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const aiVector3D v1 = aiVector3D(2*a,0,-1.f/3.f);
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const aiVector3D v2 = aiVector3D(-a,b,-1.f/3.f);
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const aiVector3D v3 = aiVector3D(-a,-b,-1.f/3.f);
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const aiVector3D v0 = aiVector3D(0.0,0.0,1.0);
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const aiVector3D v1 = aiVector3D(2*a,0,-1.0/3.0);
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const aiVector3D v2 = aiVector3D(-a,b,-1.0/3.0);
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const aiVector3D v3 = aiVector3D(-a,-b,-1.0/3.0);
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ADD_TRIANGLE(v0,v1,v2);
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ADD_TRIANGLE(v0,v2,v3);
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@@ -337,16 +337,16 @@ unsigned int StandardShapes::MakeHexahedron(std::vector<aiVector3D>& positions,
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bool polygons /*= false*/)
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{
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positions.reserve(positions.size()+36);
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const float length = 1.f/1.73205080f;
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const ai_real length = 1.0/1.73205080;
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const aiVector3D v0 = aiVector3D(-1.f,-1.f,-1.f)*length;
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const aiVector3D v1 = aiVector3D(1.f,-1.f,-1.f)*length;
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const aiVector3D v2 = aiVector3D(1.f,1.f,-1.f)*length;
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const aiVector3D v3 = aiVector3D(-1.f,1.f,-1.f)*length;
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const aiVector3D v4 = aiVector3D(-1.f,-1.f,1.f)*length;
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const aiVector3D v5 = aiVector3D(1.f,-1.f,1.f)*length;
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const aiVector3D v6 = aiVector3D(1.f,1.f,1.f)*length;
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const aiVector3D v7 = aiVector3D(-1.f,1.f,1.f)*length;
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const aiVector3D v0 = aiVector3D(-1.0,-1.0,-1.0)*length;
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const aiVector3D v1 = aiVector3D(1.0,-1.0,-1.0)*length;
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const aiVector3D v2 = aiVector3D(1.0,1.0,-1.0)*length;
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const aiVector3D v3 = aiVector3D(-1.0,1.0,-1.0)*length;
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const aiVector3D v4 = aiVector3D(-1.0,-1.0,1.0)*length;
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const aiVector3D v5 = aiVector3D(1.0,-1.0,1.0)*length;
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const aiVector3D v6 = aiVector3D(1.0,1.0,1.0)*length;
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const aiVector3D v7 = aiVector3D(-1.0,1.0,1.0)*length;
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ADD_QUAD(v0,v3,v2,v1);
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ADD_QUAD(v0,v1,v5,v4);
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@@ -382,8 +382,8 @@ void StandardShapes::MakeSphere(unsigned int tess,
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// ------------------------------------------------------------------------------------------------
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// Build a cone
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void StandardShapes::MakeCone(float height,float radius1,
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float radius2,unsigned int tess,
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void StandardShapes::MakeCone(ai_real height,ai_real radius1,
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ai_real radius2,unsigned int tess,
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std::vector<aiVector3D>& positions,bool bOpen /*= false */)
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{
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// Sorry, a cone with less than 3 segments makes ABSOLUTELY NO SENSE
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@@ -396,7 +396,7 @@ void StandardShapes::MakeCone(float height,float radius1,
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radius1 = std::fabs(radius1);
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radius2 = std::fabs(radius2);
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float halfHeight = height / 2;
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ai_real halfHeight = height / 2.0;
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// radius1 is always the smaller one
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if (radius2 > radius1)
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@@ -407,7 +407,7 @@ void StandardShapes::MakeCone(float height,float radius1,
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else old = SIZE_MAX;
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// Use a large epsilon to check whether the cone is pointy
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if (radius1 < (radius2-radius1)*10e-3f)radius1 = 0.f;
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if (radius1 < (radius2-radius1)*10e-3)radius1 = 0.0;
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// We will need 3*2 verts per segment + 3*2 verts per segment
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// if the cone is closed
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@@ -415,20 +415,20 @@ void StandardShapes::MakeCone(float height,float radius1,
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positions.reserve(positions.size () + mem);
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// Now construct all segments
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const float angle_delta = (float)AI_MATH_TWO_PI / tess;
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const float angle_max = (float)AI_MATH_TWO_PI;
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const ai_real angle_delta = (ai_real)AI_MATH_TWO_PI / tess;
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const ai_real angle_max = (ai_real)AI_MATH_TWO_PI;
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float s = 1.f; // std::cos(angle == 0);
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float t = 0.f; // std::sin(angle == 0);
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ai_real s = 1.0; // std::cos(angle == 0);
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ai_real t = 0.0; // std::sin(angle == 0);
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for (float angle = 0.f; angle < angle_max; )
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for (ai_real angle = 0.0; angle < angle_max; )
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{
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const aiVector3D v1 = aiVector3D (s * radius1, -halfHeight, t * radius1 );
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const aiVector3D v2 = aiVector3D (s * radius2, halfHeight, t * radius2 );
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const float next = angle + angle_delta;
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float s2 = std::cos(next);
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float t2 = std::sin(next);
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const ai_real next = angle + angle_delta;
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ai_real s2 = std::cos(next);
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ai_real t2 = std::sin(next);
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const aiVector3D v3 = aiVector3D (s2 * radius2, halfHeight, t2 * radius2 );
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const aiVector3D v4 = aiVector3D (s2 * radius1, -halfHeight, t2 * radius1 );
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@@ -445,7 +445,7 @@ void StandardShapes::MakeCone(float height,float radius1,
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// generate the end 'cap'
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positions.push_back(aiVector3D(s * radius2, halfHeight, t * radius2 ));
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positions.push_back(aiVector3D(s2 * radius2, halfHeight, t2 * radius2 ));
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positions.push_back(aiVector3D(0.f, halfHeight, 0.f));
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positions.push_back(aiVector3D(0.0, halfHeight, 0.0));
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if (radius1)
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@@ -453,7 +453,7 @@ void StandardShapes::MakeCone(float height,float radius1,
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// generate the other end 'cap'
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positions.push_back(aiVector3D(s * radius1, -halfHeight, t * radius1 ));
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positions.push_back(aiVector3D(s2 * radius1, -halfHeight, t2 * radius1 ));
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positions.push_back(aiVector3D(0.f, -halfHeight, 0.f));
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positions.push_back(aiVector3D(0.0, -halfHeight, 0.0));
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}
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}
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@@ -472,7 +472,7 @@ void StandardShapes::MakeCone(float height,float radius1,
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// ------------------------------------------------------------------------------------------------
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// Build a circle
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void StandardShapes::MakeCircle(float radius, unsigned int tess,
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void StandardShapes::MakeCircle(ai_real radius, unsigned int tess,
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std::vector<aiVector3D>& positions)
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{
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// Sorry, a circle with less than 3 segments makes ABSOLUTELY NO SENSE
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@@ -484,21 +484,21 @@ void StandardShapes::MakeCircle(float radius, unsigned int tess,
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// We will need 3 vertices per segment
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positions.reserve(positions.size()+tess*3);
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const float angle_delta = (float)AI_MATH_TWO_PI / tess;
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const float angle_max = (float)AI_MATH_TWO_PI;
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const ai_real angle_delta = (ai_real)AI_MATH_TWO_PI / tess;
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const ai_real angle_max = (ai_real)AI_MATH_TWO_PI;
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float s = 1.f; // std::cos(angle == 0);
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float t = 0.f; // std::sin(angle == 0);
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ai_real s = 1.0; // std::cos(angle == 0);
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ai_real t = 0.0; // std::sin(angle == 0);
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for (float angle = 0.f; angle < angle_max; )
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for (ai_real angle = 0.0; angle < angle_max; )
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{
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positions.push_back(aiVector3D(s * radius,0.f,t * radius));
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positions.push_back(aiVector3D(s * radius,0.0,t * radius));
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angle += angle_delta;
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s = std::cos(angle);
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t = std::sin(angle);
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positions.push_back(aiVector3D(s * radius,0.f,t * radius));
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positions.push_back(aiVector3D(s * radius,0.0,t * radius));
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positions.push_back(aiVector3D(0.f,0.f,0.f));
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positions.push_back(aiVector3D(0.0,0.0,0.0));
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}
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}
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