fix double vs. float problem to solve problems in Mesh.nearestFacetOnRay
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@@ -26,16 +26,19 @@
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#include <cmath>
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#include "Definitions.h"
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#include <Base/Tools.h>
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using namespace MeshCore;
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namespace MeshCore {
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template<> const float Math<float> ::PI = (float)(4.0*atan(1.0));
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template<> const double Math<double>::PI = 4.0*atan(1.0);
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float MeshDefinitions::_fMinPointDistance = float(MESH_MIN_PT_DIST);
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float MeshDefinitions::_fMinPointDistanceP2 = _fMinPointDistance * _fMinPointDistance;
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float MeshDefinitions::_fMinPointDistanceD1 = _fMinPointDistance;
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float MeshDefinitions::_fMinEdgeLength = MESH_MIN_EDGE_LEN;
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bool MeshDefinitions::_bRemoveMinLength = MESH_REMOVE_MIN_LEN;
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float MeshDefinitions::_fMinEdgeAngle = MESH_MIN_EDGE_ANGLE;
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float MeshDefinitions::_fMinEdgeAngle = Base::toRadians<float>(MESH_MIN_EDGE_ANGLE);
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MeshDefinitions::MeshDefinitions (void)
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{
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@@ -47,3 +50,5 @@ void MeshDefinitions::SetMinPointDistance (float fMin)
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_fMinPointDistanceP2 = fMin * fMin;
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_fMinPointDistanceD1 = float(sqrt((fMin * fMin) / 3.0f));
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}
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}
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