float32 -> float64
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parent
bfa28464d6
commit
461ee96e83
10
collision.go
10
collision.go
@ -51,7 +51,7 @@ func RectIntersection(r AABB2d, p Point2d, v Vector2d) (bool, bool, *Point2d) {
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}
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}
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func ProjectPolygon(axis Vector2d, p Polygon2d) (min float32, max float32) {
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func ProjectPolygon(axis Vector2d, p Polygon2d) (min float64, max float64) {
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min = axis.Dot(p.Origin.Add(p.Points[0]).ToVector())
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max = min
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for _, point := range p.Points {
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@ -72,7 +72,7 @@ func PolygonIntersection(r Polygon2d, p Point2d, v Vector2d) (bool, *Point2d) {
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// inside situations
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intersection := false
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var iPoint *Point2d
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distance_sq := float32(math.MaxFloat32)
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distance_sq := math.MaxFloat64
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for point, _ := range r.Points {
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edgePt, edgeVec := r.Edge(point)
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@ -95,7 +95,7 @@ func PointInPolygon(p Point2d, py Polygon2d) bool {
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return false
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}
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func IntervalDistance(p1min, p1max, p2min, p2max float32) float32 {
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func IntervalDistance(p1min, p1max, p2min, p2max float64) float64 {
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if p1min < p2min {
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return p2min - p1max
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} else {
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@ -110,7 +110,7 @@ func PolyPolyIntersection(p1 Polygon2d, v1 Vector2d, p2 Polygon2d) (bool, bool,
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will_intersect := true
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translation := Vector2d{}
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edges := []Vector2d{}
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minimum_interval_distance := float32(math.MaxFloat32)
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minimum_interval_distance := math.MaxFloat64
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for point, _ := range p1.Points {
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_, edgeVec := p1.Edge(point)
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@ -151,7 +151,7 @@ func PolyPolyIntersection(p1 Polygon2d, v1 Vector2d, p2 Polygon2d) (bool, bool,
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break
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}
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interval_distance := float32(math.Abs(float64(dist)))
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interval_distance := math.Abs(dist)
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if interval_distance < minimum_interval_distance {
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minimum_interval_distance = interval_distance
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translation = axis
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38
geometry.go
38
geometry.go
@ -31,13 +31,13 @@ func (p Polygon2d) Edge(i int) (Point2d, Vector2d) {
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}
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type Vector2d struct {
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X float32 `json:"x"`
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Y float32 `json:"y"`
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X float64 `json:"x"`
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Y float64 `json:"y"`
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}
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type Point2d struct {
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X float32 `json:"x"`
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Y float32 `json:"y"`
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X float64 `json:"x"`
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Y float64 `json:"y"`
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}
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const Epsilon = 1e-7
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@ -52,27 +52,27 @@ func (p Point2d) Add(v Vector2d) Point2d {
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return Point2d{p.X + v.X, p.Y + v.Y}
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}
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func (v Vector2d) Mag() float32 {
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return float32(math.Abs(math.Sqrt(float64(v.X*v.X) + float64(v.Y*v.Y))))
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func (v Vector2d) Mag() float64 {
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return math.Abs(math.Sqrt(v.X*v.X + v.Y*v.Y))
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}
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func (v Vector2d) MagSquared() float32 {
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return float32(math.Abs(float64(v.X*v.X) + float64(v.Y*v.Y)))
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func (v Vector2d) MagSquared() float64 {
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return math.Abs(v.X*v.X + v.Y*v.Y)
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}
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func (v Vector2d) PopPop() float32 {
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func (v Vector2d) PopPop() float64 {
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return v.Mag()
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}
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func (v Vector2d) Scale(s float32) Vector2d {
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func (v Vector2d) Scale(s float64) Vector2d {
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return Vector2d{v.X * s, v.Y * s}
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}
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func (v1 Vector2d) Cross(v2 Vector2d) float32 {
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func (v1 Vector2d) Cross(v2 Vector2d) float64 {
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return v1.X*v2.Y - v1.Y*v2.X
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}
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func (v1 Vector2d) Dot(v2 Vector2d) float32 {
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func (v1 Vector2d) Dot(v2 Vector2d) float64 {
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return (v1.X * v2.X) + (v1.Y * v2.Y)
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}
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@ -84,17 +84,17 @@ func (v Vector2d) ToPoint() Point2d {
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return Point2d{v.X, v.Y}
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}
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func (v1 Vector2d) Rotate(a float32) Vector2d {
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func (v1 Vector2d) Rotate(a float64) Vector2d {
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x := float64(v1.X)*math.Cos(float64(a)) - float64(v1.Y)*math.Sin(float64(a))
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y := float64(v1.X)*math.Sin(float64(a)) + float64(v1.Y)*math.Cos(float64(a))
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return Vector2d{float32(x), float32(y)}
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return Vector2d{x, y}
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}
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func PointInRect(p Point2d, r AABB2d) bool {
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return (p.X > r.A.X) && (p.X < r.B.X) && (p.Y > r.A.Y) && (p.Y < r.B.Y)
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}
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func AASquareAtPoint(p Point2d, edgeLength float32) AABB2d {
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func AASquareAtPoint(p Point2d, edgeLength float64) AABB2d {
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size := edgeLength / 2.0
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return AABB2d{
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A: Point2d{X: p.X - size, Y: p.Y - size},
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@ -113,7 +113,7 @@ func (r AABB2d) ToPolygon() Polygon2d {
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return p
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}
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func OrientedSquare(center Point2d, heading Vector2d, size float32) Polygon2d {
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func OrientedSquare(center Point2d, heading Vector2d, size float64) Polygon2d {
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out := Polygon2d{}
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out.Origin.X = center.X
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out.Origin.Y = center.Y
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@ -136,12 +136,12 @@ func (v Vector2d) Normalize() Vector2d {
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return Vector2d{v.X / m, v.Y / m}
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}
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func Distance(p1, p2 Point2d) float32 {
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func Distance(p1, p2 Point2d) float64 {
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return p1.Sub(p2).Mag()
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}
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// returns radians
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func Angle(v1, v2 Vector2d) float32 {
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func Angle(v1, v2 Vector2d) float64 {
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x := (v1.Dot(v2) / (v1.Mag() * v2.Mag()))
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angle := math.Acos(float64(x))
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@ -158,5 +158,5 @@ func Angle(v1, v2 Vector2d) float32 {
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if v1.Y*v2.X > v1.X*v2.Y {
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angle = angle * -1.0
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}
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return float32(angle)
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return angle
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}
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@ -37,10 +37,10 @@ func Neville(P []Point2d, ts []float64, t float64) (*Point2d, error) {
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order := len(P) - 1
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for i := 0; i < order; i++ {
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for j := 0; j < order-i; j++ {
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var tLeft float32 = float32(ts[i+j+1] - t)
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var tRight float32 = float32(t - ts[j])
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tLeft := ts[i+j+1] - t
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tRight := t - ts[j]
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Q[j] = Q[j].ToVector().Scale(tLeft).ToPoint().Add(P[j+1].ToVector().Scale(tRight))
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Q[j] = Q[j].ToVector().Scale(float32(1.0 / (ts[i+j+1] - ts[j]))).ToPoint()
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Q[j] = Q[j].ToVector().Scale(1.0 / (ts[i+j+1] - ts[j])).ToPoint()
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}
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}
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@ -129,7 +129,7 @@ func TestAngle(t *testing.T) {
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cases := []struct {
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v1 Vector2d
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v2 Vector2d
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expected float32
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expected float64
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}{
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{
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v1: Vector2d{10, 0},
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@ -159,7 +159,7 @@ func TestAngle(t *testing.T) {
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expected: math.Pi * Rad2deg,
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},
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}
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var a float32
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var a float64
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for _, c := range cases {
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a = Angle(c.v2, c.v1)
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@ -508,11 +508,12 @@ func TestPolyPolyNoOverlapMoveOnto(t *testing.T) {
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func TestOrientedSquare(t *testing.T) {
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p := OrientedSquare(Point2d{10, 10}, Vector2d{0.5, 0.5}, 5)
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expected := []Vector2d{
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{0, 7.071068},
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{-7.071068, 0},
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{0, -7.071068},
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{7.071068, 0},
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{X: 0, Y: 7.071067811865475},
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{X: -7.071067811865475, Y: 0},
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{X: 0, Y: -7.071067811865475},
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{X: 7.071067811865475, Y: 0},
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}
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for i, v := range expected {
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if p.Points[i] != v {
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t.Errorf("unexpected points: %+v, expected: %+v", p.Points, expected)
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@ -522,7 +523,7 @@ func TestOrientedSquare(t *testing.T) {
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func TestPopPop(t *testing.T) {
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v1 := Vector2d{10, 10}
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if v1.PopPop() != float32(math.Sqrt(10*10+10*10)) {
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if v1.PopPop() != math.Sqrt(10*10+10*10) {
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t.Errorf("Incorrect Magnitude!")
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}
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}
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