// typedefs for our four configuration maps.
// We don't need more, so there is no need for a generic solution
typedef std::map<KeyType, int> IntPropertyMap;
- typedef std::map<KeyType, float> FloatPropertyMap;
+ typedef std::map<KeyType, ai_real> FloatPropertyMap;
typedef std::map<KeyType, std::string> StringPropertyMap;
typedef std::map<KeyType, aiMatrix4x4> MatrixPropertyMap;
{
ai_assert( NULL != _dest );
ai_assert( NULL != src );
-
+
aiAnimation* dest = *_dest = new aiAnimation();
// get a flat copy
case AI_FLOAT:
out.mData = new float(*static_cast<float*>(in.mData));
break;
+ case AI_DOUBLE:
+ out.mData = new double(*static_cast<double*>(in.mData));
+ break;
case AI_AISTRING:
out.mData = new aiString(*static_cast<aiString*>(in.mData));
break;
const aiVector3D* vec = reinterpret_cast<const aiVector3D*> (tempPointer + a * pElementOffset);
// store position by index and distance
- float distance = *vec * mPlaneNormal;
+ ai_real distance = *vec * mPlaneNormal;
mPositions.push_back( Entry( a+initial, *vec, distance));
}
// ------------------------------------------------------------------------------------------------
// Returns an iterator for all positions close to the given position.
void SpatialSort::FindPositions( const aiVector3D& pPosition,
- float pRadius, std::vector<unsigned int>& poResults) const
+ ai_real pRadius, std::vector<unsigned int>& poResults) const
{
- const float dist = pPosition * mPlaneNormal;
- const float minDist = dist - pRadius, maxDist = dist + pRadius;
+ const ai_real dist = pPosition * mPlaneNormal;
+ const ai_real minDist = dist - pRadius, maxDist = dist + pRadius;
// clear the array in this strange fashion because a simple clear() would also deallocate
// the array which we want to avoid
// Mow start iterating from there until the first position lays outside of the distance range.
// Add all positions inside the distance range within the given radius to the result aray
std::vector<Entry>::const_iterator it = mPositions.begin() + index;
- const float pSquared = pRadius*pRadius;
+ const ai_real pSquared = pRadius*pRadius;
while( it->mDistance < maxDist)
{
if( (it->mPosition - pPosition).SquareLength() < pSquared)
// --------------------------------------------------------------------------------------------
// Converts the bit pattern of a floating-point number to its signed integer representation.
- BinFloat ToBinary( const float & pValue) {
+ BinFloat ToBinary( const ai_real & pValue) {
// If this assertion fails, signed int is not big enough to store a float on your platform.
// Please correct the declaration of BinFloat a few lines above - but do it in a portable,
// #ifdef'd manner!
- static_assert( sizeof(BinFloat) >= sizeof(float), "sizeof(BinFloat) >= sizeof(float)");
+ static_assert( sizeof(BinFloat) >= sizeof(ai_real), "sizeof(BinFloat) >= sizeof(ai_real)");
#if defined( _MSC_VER)
// If this assertion fails, Visual C++ has finally moved to ILP64. This means that this
// code has just become legacy code! Find out the current value of _MSC_VER and modify
// the #if above so it evaluates false on the current and all upcoming VC versions (or
// on the current platform, if LP64 or LLP64 are still used on other platforms).
- static_assert( sizeof(BinFloat) == sizeof(float), "sizeof(BinFloat) == sizeof(float)");
+ static_assert( sizeof(BinFloat) == sizeof(ai_real), "sizeof(BinFloat) == sizeof(ai_real)");
// This works best on Visual C++, but other compilers have their problems with it.
const BinFloat binValue = reinterpret_cast<BinFloat const &>(pValue);
// On many compilers, reinterpreting a float address as an integer causes aliasing
// problems. This is an ugly but more or less safe way of doing it.
union {
- float asFloat;
+ ai_real asFloat;
BinFloat asBin;
} conversion;
conversion.asBin = 0; // zero empty space in case sizeof(BinFloat) > sizeof(float)
unsigned int SpatialSort::GenerateMappingTable(std::vector<unsigned int>& fill,float pRadius) const
{
fill.resize(mPositions.size(),UINT_MAX);
- float dist, maxDist;
+ ai_real dist, maxDist;
unsigned int t=0;
- const float pSquared = pRadius*pRadius;
+ const ai_real pSquared = pRadius*pRadius;
for (size_t i = 0; i < mPositions.size();) {
dist = mPositions[i].mPosition * mPlaneNormal;
maxDist = dist + pRadius;
#endif
return t;
}
-
* @param poResults The container to store the indices of the found positions.
* Will be emptied by the call so it may contain anything.
* @return An iterator to iterate over all vertices in the given area.*/
- void FindPositions( const aiVector3D& pPosition, float pRadius,
+ void FindPositions( const aiVector3D& pPosition, ai_real pRadius,
std::vector<unsigned int>& poResults) const;
// ------------------------------------------------------------------------------------
* be counted in.
* @return Number of unique vertices (n). */
unsigned int GenerateMappingTable(std::vector<unsigned int>& fill,
- float pRadius) const;
+ ai_real pRadius) const;
protected:
/** Normal of the sorting plane, normalized. The center is always at (0, 0, 0) */
{
unsigned int mIndex; ///< The vertex referred by this entry
aiVector3D mPosition; ///< Position
- float mDistance; ///< Distance of this vertex to the sorting plane
+ ai_real mDistance; ///< Distance of this vertex to the sorting plane
Entry() { /** intentionally not initialized.*/ }
- Entry( unsigned int pIndex, const aiVector3D& pPosition, float pDistance)
+ Entry( unsigned int pIndex, const aiVector3D& pPosition, ai_real pDistance)
: mIndex( pIndex), mPosition( pPosition), mDistance( pDistance)
{ }
friend Vertex operator + (const Vertex&,const Vertex&);
friend Vertex operator - (const Vertex&,const Vertex&);
-// friend Vertex operator + (const Vertex&,float);
-// friend Vertex operator - (const Vertex&,float);
- friend Vertex operator * (const Vertex&,float);
- friend Vertex operator / (const Vertex&,float);
+// friend Vertex operator + (const Vertex&,ai_real);
+// friend Vertex operator - (const Vertex&,ai_real);
+ friend Vertex operator * (const Vertex&,ai_real);
+ friend Vertex operator / (const Vertex&,ai_real);
-// friend Vertex operator + (float, const Vertex&);
-// friend Vertex operator - (float, const Vertex&);
- friend Vertex operator * (float, const Vertex&);
-// friend Vertex operator / (float, const Vertex&);
+// friend Vertex operator + (ai_real, const Vertex&);
+// friend Vertex operator - (ai_real, const Vertex&);
+ friend Vertex operator * (ai_real, const Vertex&);
+// friend Vertex operator / (ai_real, const Vertex&);
public:
/*
- Vertex& operator += (float v) {
+ Vertex& operator += (ai_real v) {
*this = *this+v;
return *this;
}
- Vertex& operator -= (float v) {
+ Vertex& operator -= (ai_real v) {
*this = *this-v;
return *this;
}
*/
- Vertex& operator *= (float v) {
+ Vertex& operator *= (ai_real v) {
*this = *this*v;
return *this;
}
- Vertex& operator /= (float v) {
+ Vertex& operator /= (ai_real v) {
*this = *this/v;
return *this;
}
// ----------------------------------------------------------------------------
/** This time binary arithmetics of v0 with a floating-point number */
- template <template <typename, typename, typename> class op> static Vertex BinaryOp(const Vertex& v0, float f) {
+ template <template <typename, typename, typename> class op> static Vertex BinaryOp(const Vertex& v0, ai_real f) {
// this is a heavy task for the compiler to optimize ... *pray*
Vertex res;
- res.position = op<aiVector3D,float,aiVector3D>()(v0.position,f);
- res.normal = op<aiVector3D,float,aiVector3D>()(v0.normal,f);
- res.tangent = op<aiVector3D,float,aiVector3D>()(v0.tangent,f);
- res.bitangent = op<aiVector3D,float,aiVector3D>()(v0.bitangent,f);
+ res.position = op<aiVector3D,ai_real,aiVector3D>()(v0.position,f);
+ res.normal = op<aiVector3D,ai_real,aiVector3D>()(v0.normal,f);
+ res.tangent = op<aiVector3D,ai_real,aiVector3D>()(v0.tangent,f);
+ res.bitangent = op<aiVector3D,ai_real,aiVector3D>()(v0.bitangent,f);
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- res.texcoords[i] = op<aiVector3D,float,aiVector3D>()(v0.texcoords[i],f);
+ res.texcoords[i] = op<aiVector3D,ai_real,aiVector3D>()(v0.texcoords[i],f);
}
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
- res.colors[i] = op<aiColor4D,float,aiColor4D>()(v0.colors[i],f);
+ res.colors[i] = op<aiColor4D,ai_real,aiColor4D>()(v0.colors[i],f);
}
return res;
}
// ----------------------------------------------------------------------------
/** This time binary arithmetics of v0 with a floating-point number */
- template <template <typename, typename, typename> class op> static Vertex BinaryOp(float f, const Vertex& v0) {
+ template <template <typename, typename, typename> class op> static Vertex BinaryOp(ai_real f, const Vertex& v0) {
// this is a heavy task for the compiler to optimize ... *pray*
Vertex res;
- res.position = op<float,aiVector3D,aiVector3D>()(f,v0.position);
- res.normal = op<float,aiVector3D,aiVector3D>()(f,v0.normal);
- res.tangent = op<float,aiVector3D,aiVector3D>()(f,v0.tangent);
- res.bitangent = op<float,aiVector3D,aiVector3D>()(f,v0.bitangent);
+ res.position = op<ai_real,aiVector3D,aiVector3D>()(f,v0.position);
+ res.normal = op<ai_real,aiVector3D,aiVector3D>()(f,v0.normal);
+ res.tangent = op<ai_real,aiVector3D,aiVector3D>()(f,v0.tangent);
+ res.bitangent = op<ai_real,aiVector3D,aiVector3D>()(f,v0.bitangent);
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++i) {
- res.texcoords[i] = op<float,aiVector3D,aiVector3D>()(f,v0.texcoords[i]);
+ res.texcoords[i] = op<ai_real,aiVector3D,aiVector3D>()(f,v0.texcoords[i]);
}
for (unsigned int i = 0; i < AI_MAX_NUMBER_OF_COLOR_SETS; ++i) {
- res.colors[i] = op<float,aiColor4D,aiColor4D>()(f,v0.colors[i]);
+ res.colors[i] = op<ai_real,aiColor4D,aiColor4D>()(f,v0.colors[i]);
}
return res;
}
// ------------------------------------------------------------------------------------------------
/*
-AI_FORCE_INLINE Vertex operator + (const Vertex& v0,float f) {
+AI_FORCE_INLINE Vertex operator + (const Vertex& v0,ai_real f) {
return Vertex::BinaryOp<Intern::plus>(v0,f);
}
-AI_FORCE_INLINE Vertex operator - (const Vertex& v0,float f) {
+AI_FORCE_INLINE Vertex operator - (const Vertex& v0,ai_real f) {
return Vertex::BinaryOp<Intern::minus>(v0,f);
}
*/
-AI_FORCE_INLINE Vertex operator * (const Vertex& v0,float f) {
+AI_FORCE_INLINE Vertex operator * (const Vertex& v0,ai_real f) {
return Vertex::BinaryOp<Intern::multiplies>(v0,f);
}
-AI_FORCE_INLINE Vertex operator / (const Vertex& v0,float f) {
+AI_FORCE_INLINE Vertex operator / (const Vertex& v0,ai_real f) {
return Vertex::BinaryOp<Intern::multiplies>(v0,1.f/f);
}
// ------------------------------------------------------------------------------------------------
/*
-AI_FORCE_INLINE Vertex operator + (float f,const Vertex& v0) {
+AI_FORCE_INLINE Vertex operator + (ai_real f,const Vertex& v0) {
return Vertex::BinaryOp<Intern::plus>(f,v0);
}
-AI_FORCE_INLINE Vertex operator - (float f,const Vertex& v0) {
+AI_FORCE_INLINE Vertex operator - (ai_real f,const Vertex& v0) {
return Vertex::BinaryOp<Intern::minus>(f,v0);
}
*/
-AI_FORCE_INLINE Vertex operator * (float f,const Vertex& v0) {
+AI_FORCE_INLINE Vertex operator * (ai_real f,const Vertex& v0) {
return Vertex::BinaryOp<Intern::multiplies>(f,v0);
}
/*
-AI_FORCE_INLINE Vertex operator / (float f,const Vertex& v0) {
+AI_FORCE_INLINE Vertex operator / (ai_real f,const Vertex& v0) {
return Vertex::BinaryOp<Intern::divides>(f,v0);
}
*/
uint32_t Exp : 8;
uint32_t Sign : 1;
} IEEE;
-} ;
+};
+
+// ---------------------------------------------------------------------------
+/** Data structure to represent the bit pattern of a 64 Bit
+ * IEEE 754 floating-point number. */
+union _IEEEDouble
+{
+ double Double;
+ struct
+ {
+ uint64_t Frac : 52;
+ uint64_t Exp : 11;
+ uint64_t Sign : 1;
+ } IEEE;
+};
// ---------------------------------------------------------------------------
/** Check whether a given float is qNaN.
}
// ---------------------------------------------------------------------------
-/** Check whether a float is NOT qNaN.
+/** Check whether a given double is qNaN.
* @param in Input value */
-AI_FORCE_INLINE bool is_not_qnan(float in)
+AI_FORCE_INLINE bool is_qnan(double in)
{
- return !is_qnan(in);
+ // the straightforward solution does not work:
+ // return (in != in);
+ // compiler generates code like this
+ // load <in> to <register-with-different-width>
+ // compare <register-with-different-width> against <in>
+
+ // FIXME: Use <float> stuff instead? I think fpclassify needs C99
+ return (reinterpret_cast<_IEEEDouble*>(&in)->IEEE.Exp == (1u << 11)-1 &&
+ reinterpret_cast<_IEEEDouble*>(&in)->IEEE.Frac);
}
// ---------------------------------------------------------------------------
}
// ---------------------------------------------------------------------------
+/** @brief check whether a double is either NaN or (+/-) INF.
+ *
+ * Denorms return false, they're treated like normal values.
+ * @param in Input value */
+AI_FORCE_INLINE bool is_special_float(double in)
+{
+ return (reinterpret_cast<_IEEEDouble*>(&in)->IEEE.Exp == (1u << 11)-1);
+}
+
+// ---------------------------------------------------------------------------
+/** Check whether a float is NOT qNaN.
+ * @param in Input value */
+template<class TReal>
+AI_FORCE_INLINE bool is_not_qnan(TReal in)
+{
+ return !is_qnan(in);
+}
+
+// ---------------------------------------------------------------------------
/** @brief Get a fresh qnan. */
-AI_FORCE_INLINE float get_qnan()
+AI_FORCE_INLINE ai_real get_qnan()
{
- return std::numeric_limits<float>::quiet_NaN();
+ return std::numeric_limits<ai_real>::quiet_NaN();
}
#endif // !! AI_QNAN_H_INCLUDED
// typedefs for our four configuration maps.
// We don't need more, so there is no need for a generic solution
typedef std::map<KeyType, int> IntPropertyMap;
- typedef std::map<KeyType, float> FloatPropertyMap;
+ typedef std::map<KeyType, ai_real> FloatPropertyMap;
typedef std::map<KeyType, std::string> StringPropertyMap;
typedef std::map<KeyType, aiMatrix4x4> MatrixPropertyMap;
/** Set a floating-point configuration property.
* @see SetPropertyInteger()
*/
- bool SetPropertyFloat(const char* szName, float fValue);
+ bool SetPropertyFloat(const char* szName, ai_real fValue);
// -------------------------------------------------------------------
/** Set a string configuration property.
/** Get a floating-point configuration property
* @see GetPropertyInteger()
*/
- float GetPropertyFloat(const char* szName,
- float fErrorReturn = 10e10f) const;
+ ai_real GetPropertyFloat(const char* szName,
+ ai_real fErrorReturn = 10e10f) const;
// -------------------------------------------------------------------
/** Get a string configuration property
* The interpolation algorithm depends on the type of the operands.
* aiQuaternion's and aiQuatKey's SLERP, the rest does a simple
* linear interpolation. */
- void operator () (T& out,const T& a, const T& b, float d) const {
+ void operator () (T& out,const T& a, const T& b, ai_real d) const {
out = a + (b-a)*d;
}
}; // ! Interpolator <T>
template <>
struct Interpolator <aiQuaternion> {
void operator () (aiQuaternion& out,const aiQuaternion& a,
- const aiQuaternion& b, float d) const
+ const aiQuaternion& b, ai_real d) const
{
aiQuaternion::Interpolate(out,a,b,d);
}
template <>
struct Interpolator <unsigned int> {
void operator () (unsigned int& out,unsigned int a,
- unsigned int b, float d) const
+ unsigned int b, ai_real d) const
{
out = d>0.5f ? b : a;
}
template <>
struct Interpolator <aiVectorKey> {
void operator () (aiVector3D& out,const aiVectorKey& a,
- const aiVectorKey& b, float d) const
+ const aiVectorKey& b, ai_real d) const
{
Interpolator<aiVector3D> ipl;
ipl(out,a.mValue,b.mValue,d);
template <>
struct Interpolator <aiQuatKey> {
void operator () (aiQuaternion& out, const aiQuatKey& a,
- const aiQuatKey& b, float d) const
+ const aiQuatKey& b, ai_real d) const
{
Interpolator<aiQuaternion> ipl;
ipl(out,a.mValue,b.mValue,d);
template <>
struct Interpolator <aiMeshKey> {
void operator () (unsigned int& out, const aiMeshKey& a,
- const aiMeshKey& b, float d) const
+ const aiMeshKey& b, ai_real d) const
{
Interpolator<unsigned int> ipl;
ipl(out,a.mValue,b.mValue,d);
#define AI_COLOR4D_H_INC
#include "./Compiler/pushpack1.h"
+#include "defs.h"
#ifdef __cplusplus
TReal r, g, b, a;
} PACK_STRUCT; // !struct aiColor4D
-typedef aiColor4t<float> aiColor4D;
+typedef aiColor4t<ai_real> aiColor4D;
#else
struct aiColor4D {
- float r, g, b, a;
+ ai_real r, g, b, a;
} PACK_STRUCT;
#endif // __cplusplus
#define AI_MATH_TWO_PI_F (AI_MATH_PI_F * 2.0f)
#define AI_MATH_HALF_PI_F (AI_MATH_PI_F * 0.5f)
-/* Tiny macro to convert from radians to degrees and back */
-#define AI_DEG_TO_RAD(x) ((x)*0.0174532925f)
-#define AI_RAD_TO_DEG(x) ((x)*57.2957795f)
-
/* Support for big-endian builds */
#if defined(__BYTE_ORDER__)
# if (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
*/
#define AI_MAX_ALLOC(type) ((256U * 1024 * 1024) / sizeof(type))
+#ifdef AI_DOUBLE_PRECISION
+ typedef double ai_real;
+ /* Tiny macro to convert from radians to degrees and back */
+ #define AI_DEG_TO_RAD(x) ((x)*0.0174532925)
+ #define AI_RAD_TO_DEG(x) ((x)*57.2957795)
+#else
+ typedef float ai_real;
+ /* Tiny macro to convert from radians to degrees and back */
+ #define AI_DEG_TO_RAD(x) ((x)*0.0174532925f)
+ #define AI_RAD_TO_DEG(x) ((x)*57.2957795f)
+#endif // AI_SINGLEPRECISION
#endif // !! AI_DEFINES_H_INC
* rotation center is 0.5f|0.5f. The default value
* 0.f.
*/
- float mRotation;
+ ai_real mRotation;
#ifdef __cplusplus
aiUVTransform()
- : mScaling (1.f,1.f)
- , mRotation (0.f)
+ : mTranslation (0.0,0.0)
+ , mScaling (1.0,1.0)
+ , mRotation (0.0)
{
// nothing to be done here ...
}
#define AI_MATRIX3X3_H_INC
#include "./Compiler/pushpack1.h"
+#include "defs.h"
#ifdef __cplusplus
TReal c1, c2, c3;
} PACK_STRUCT;
-typedef aiMatrix3x3t<float> aiMatrix3x3;
+typedef aiMatrix3x3t<ai_real> aiMatrix3x3;
#else
struct aiMatrix3x3 {
- float a1, a2, a3;
- float b1, b2, b3;
- float c1, c2, c3;
+ ai_real a1, a2, a3;
+ ai_real b1, b2, b3;
+ ai_real c1, c2, c3;
} PACK_STRUCT;
#endif // __cplusplus
#include "vector3.h"
#include "./Compiler/pushpack1.h"
+#include "defs.h"
#ifdef __cplusplus
TReal d1, d2, d3, d4;
} PACK_STRUCT;
-typedef aiMatrix4x4t<float> aiMatrix4x4;
+typedef aiMatrix4x4t<ai_real> aiMatrix4x4;
#else
struct aiMatrix4x4 {
- float a1, a2, a3, a4;
- float b1, b2, b3, b4;
- float c1, c2, c3, c4;
- float d1, d2, d3, d4;
+ ai_real a1, a2, a3, a4;
+ ai_real b1, b2, b3, b4;
+ ai_real c1, c2, c3, c4;
+ ai_real d1, d2, d3, d4;
} PACK_STRUCT;
AI_INT = 1,
AI_UINT64 = 2,
AI_FLOAT = 3,
- AI_AISTRING = 4,
- AI_AIVECTOR3D = 5,
+ AI_DOUBLE = 4,
+ AI_AISTRING = 5,
+ AI_AIVECTOR3D = 6,
#ifndef SWIG
FORCE_32BIT = INT_MAX
inline aiMetadataType GetAiType( int ) { return AI_INT; }
inline aiMetadataType GetAiType( uint64_t ) { return AI_UINT64; }
inline aiMetadataType GetAiType( float ) { return AI_FLOAT; }
+inline aiMetadataType GetAiType( double ) { return AI_DOUBLE; }
inline aiMetadataType GetAiType( aiString ) { return AI_AISTRING; }
inline aiMetadataType GetAiType( aiVector3D ) { return AI_AIVECTOR3D; }
case AI_FLOAT:
delete static_cast<float*>(data);
break;
+ case AI_DOUBLE:
+ delete static_cast<double*>(data);
+ break;
case AI_AISTRING:
delete static_cast<aiString*>(data);
break;
};
#endif // AI_METADATA_H_INC
-
-
#ifdef __cplusplus
+#include "defs.h"
+
template <typename TReal> class aiVector3t;
template <typename TReal> class aiMatrix3x3t;
TReal w, x, y, z;
} ;
-typedef aiQuaterniont<float> aiQuaternion;
+typedef aiQuaterniont<ai_real> aiQuaternion;
#else
struct aiQuaternion {
- float w, x, y, z;
+ ai_real w, x, y, z;
};
#endif
{
#ifdef __cplusplus
aiPlane () : a(0.f), b(0.f), c(0.f), d(0.f) {}
- aiPlane (float _a, float _b, float _c, float _d)
+ aiPlane (ai_real _a, ai_real _b, ai_real _c, ai_real _d)
: a(_a), b(_b), c(_c), d(_d) {}
aiPlane (const aiPlane& o) : a(o.a), b(o.b), c(o.c), d(o.d) {}
#endif // !__cplusplus
//! Plane equation
- float a,b,c,d;
+ ai_real a,b,c,d;
} PACK_STRUCT; // !struct aiPlane
// ----------------------------------------------------------------------------------
{
#ifdef __cplusplus
aiColor3D () : r(0.0f), g(0.0f), b(0.0f) {}
- aiColor3D (float _r, float _g, float _b) : r(_r), g(_g), b(_b) {}
- explicit aiColor3D (float _r) : r(_r), g(_r), b(_r) {}
+ aiColor3D (ai_real _r, ai_real _g, ai_real _b) : r(_r), g(_g), b(_b) {}
+ explicit aiColor3D (ai_real _r) : r(_r), g(_r), b(_r) {}
aiColor3D (const aiColor3D& o) : r(o.r), g(o.g), b(o.b) {}
/** Component-wise comparison */
}
/** Multiply with a scalar */
- aiColor3D operator*(float f) const {
+ aiColor3D operator*(ai_real f) const {
return aiColor3D(r*f,g*f,b*f);
}
/** Access a specific color component */
- float operator[](unsigned int i) const {
+ ai_real operator[](unsigned int i) const {
return *(&r + i);
}
/** Access a specific color component */
- float& operator[](unsigned int i) {
+ ai_real& operator[](unsigned int i) {
return *(&r + i);
}
/** Check whether a color is black */
bool IsBlack() const {
- static const float epsilon = 10e-3f;
+ static const ai_real epsilon = 10e-3;
return std::fabs( r ) < epsilon && std::fabs( g ) < epsilon && std::fabs( b ) < epsilon;
}
#endif // !__cplusplus
//! Red, green and blue color values
- float r, g, b;
+ ai_real r, g, b;
} PACK_STRUCT; // !struct aiColor3D
#include "./Compiler/poppack1.h"
#endif
#include "./Compiler/pushpack1.h"
+#include "defs.h"
// ----------------------------------------------------------------------------------
/** Represents a two-dimensional vector.
TReal x, y;
} PACK_STRUCT;
-typedef aiVector2t<float> aiVector2D;
+typedef aiVector2t<ai_real> aiVector2D;
#else
struct aiVector2D {
- float x, y;
+ ai_real x, y;
};
#endif // __cplusplus
#endif
#include "./Compiler/pushpack1.h"
+#include "defs.h"
#ifdef __cplusplus
} PACK_STRUCT;
-typedef aiVector3t<float> aiVector3D;
+typedef aiVector3t<ai_real> aiVector3D;
#else
struct aiVector3D {
- float x, y, z;
+ ai_real x, y, z;
} PACK_STRUCT;
#endif // __cplusplus