Added floating point round error correction
This commit is contained in:
parent
a6c8b92517
commit
f698bae1df
29
geometry.go
29
geometry.go
|
@ -49,6 +49,33 @@ func V(x, y float64) Vec {
|
|||
return Vec{x, y}
|
||||
}
|
||||
|
||||
// nearlyEqual compares two float64s and returns whether they are equal, accounting for rounding errors.At worst, the
|
||||
// result is correct to 7 significant digits.
|
||||
func nearlyEqual(a, b float64) bool {
|
||||
epsilon := 0.000001
|
||||
|
||||
if a == b {
|
||||
return true
|
||||
}
|
||||
|
||||
diff := math.Abs(a - b)
|
||||
|
||||
if a == 0.0 || b == 0.0 || diff < math.SmallestNonzeroFloat64 {
|
||||
return diff < (epsilon * math.SmallestNonzeroFloat64)
|
||||
}
|
||||
|
||||
absA := math.Abs(a)
|
||||
absB := math.Abs(b)
|
||||
|
||||
return diff/math.Min(absA+absB, math.MaxFloat64) < epsilon
|
||||
}
|
||||
|
||||
// Eq will compare two vectors and return whether they are equal accounting for rounding errors. At worst, the result
|
||||
// is correct to 7 significant digits.
|
||||
func (u Vec) Eq(v Vec) bool {
|
||||
return nearlyEqual(u.X, v.X) && nearlyEqual(u.Y, v.Y)
|
||||
}
|
||||
|
||||
// Unit returns a vector of length 1 facing the given angle.
|
||||
func Unit(angle float64) Vec {
|
||||
return Vec{1, 0}.Rotated(angle)
|
||||
|
@ -275,7 +302,7 @@ func (l Line) Closest(v Vec) Vec {
|
|||
|
||||
// Contains returns whether the provided Vec lies on the line.
|
||||
func (l Line) Contains(v Vec) bool {
|
||||
return l.Closest(v) == v
|
||||
return l.Closest(v).Eq(v)
|
||||
}
|
||||
|
||||
// Formula will return the values that represent the line in the formula: y = mx + b
|
||||
|
|
Loading…
Reference in New Issue