fix double vs. float problem to solve problems in Mesh.nearestFacetOnRay

This commit is contained in:
wmayer
2019-01-08 19:13:50 +01:00
parent 89cf78b262
commit d37d7455d0
6 changed files with 24 additions and 22 deletions

View File

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