float32 -> float64

This commit is contained in:
Stephen McQuay 2014-04-26 14:40:18 -07:00
parent bfa28464d6
commit 461ee96e83
4 changed files with 35 additions and 34 deletions

View File

@ -51,7 +51,7 @@ func RectIntersection(r AABB2d, p Point2d, v Vector2d) (bool, bool, *Point2d) {
}
}
func ProjectPolygon(axis Vector2d, p Polygon2d) (min float32, max float32) {
func ProjectPolygon(axis Vector2d, p Polygon2d) (min float64, max float64) {
min = axis.Dot(p.Origin.Add(p.Points[0]).ToVector())
max = min
for _, point := range p.Points {
@ -72,7 +72,7 @@ func PolygonIntersection(r Polygon2d, p Point2d, v Vector2d) (bool, *Point2d) {
// inside situations
intersection := false
var iPoint *Point2d
distance_sq := float32(math.MaxFloat32)
distance_sq := math.MaxFloat64
for point, _ := range r.Points {
edgePt, edgeVec := r.Edge(point)
@ -95,7 +95,7 @@ func PointInPolygon(p Point2d, py Polygon2d) bool {
return false
}
func IntervalDistance(p1min, p1max, p2min, p2max float32) float32 {
func IntervalDistance(p1min, p1max, p2min, p2max float64) float64 {
if p1min < p2min {
return p2min - p1max
} else {
@ -110,7 +110,7 @@ func PolyPolyIntersection(p1 Polygon2d, v1 Vector2d, p2 Polygon2d) (bool, bool,
will_intersect := true
translation := Vector2d{}
edges := []Vector2d{}
minimum_interval_distance := float32(math.MaxFloat32)
minimum_interval_distance := math.MaxFloat64
for point, _ := range p1.Points {
_, edgeVec := p1.Edge(point)
@ -151,7 +151,7 @@ func PolyPolyIntersection(p1 Polygon2d, v1 Vector2d, p2 Polygon2d) (bool, bool,
break
}
interval_distance := float32(math.Abs(float64(dist)))
interval_distance := math.Abs(dist)
if interval_distance < minimum_interval_distance {
minimum_interval_distance = interval_distance
translation = axis

View File

@ -31,13 +31,13 @@ func (p Polygon2d) Edge(i int) (Point2d, Vector2d) {
}
type Vector2d struct {
X float32 `json:"x"`
Y float32 `json:"y"`
X float64 `json:"x"`
Y float64 `json:"y"`
}
type Point2d struct {
X float32 `json:"x"`
Y float32 `json:"y"`
X float64 `json:"x"`
Y float64 `json:"y"`
}
const Epsilon = 1e-7
@ -52,27 +52,27 @@ func (p Point2d) Add(v Vector2d) Point2d {
return Point2d{p.X + v.X, p.Y + v.Y}
}
func (v Vector2d) Mag() float32 {
return float32(math.Abs(math.Sqrt(float64(v.X*v.X) + float64(v.Y*v.Y))))
func (v Vector2d) Mag() float64 {
return math.Abs(math.Sqrt(v.X*v.X + v.Y*v.Y))
}
func (v Vector2d) MagSquared() float32 {
return float32(math.Abs(float64(v.X*v.X) + float64(v.Y*v.Y)))
func (v Vector2d) MagSquared() float64 {
return math.Abs(v.X*v.X + v.Y*v.Y)
}
func (v Vector2d) PopPop() float32 {
func (v Vector2d) PopPop() float64 {
return v.Mag()
}
func (v Vector2d) Scale(s float32) Vector2d {
func (v Vector2d) Scale(s float64) Vector2d {
return Vector2d{v.X * s, v.Y * s}
}
func (v1 Vector2d) Cross(v2 Vector2d) float32 {
func (v1 Vector2d) Cross(v2 Vector2d) float64 {
return v1.X*v2.Y - v1.Y*v2.X
}
func (v1 Vector2d) Dot(v2 Vector2d) float32 {
func (v1 Vector2d) Dot(v2 Vector2d) float64 {
return (v1.X * v2.X) + (v1.Y * v2.Y)
}
@ -84,17 +84,17 @@ func (v Vector2d) ToPoint() Point2d {
return Point2d{v.X, v.Y}
}
func (v1 Vector2d) Rotate(a float32) Vector2d {
func (v1 Vector2d) Rotate(a float64) Vector2d {
x := float64(v1.X)*math.Cos(float64(a)) - float64(v1.Y)*math.Sin(float64(a))
y := float64(v1.X)*math.Sin(float64(a)) + float64(v1.Y)*math.Cos(float64(a))
return Vector2d{float32(x), float32(y)}
return Vector2d{x, y}
}
func PointInRect(p Point2d, r AABB2d) bool {
return (p.X > r.A.X) && (p.X < r.B.X) && (p.Y > r.A.Y) && (p.Y < r.B.Y)
}
func AASquareAtPoint(p Point2d, edgeLength float32) AABB2d {
func AASquareAtPoint(p Point2d, edgeLength float64) AABB2d {
size := edgeLength / 2.0
return AABB2d{
A: Point2d{X: p.X - size, Y: p.Y - size},
@ -113,7 +113,7 @@ func (r AABB2d) ToPolygon() Polygon2d {
return p
}
func OrientedSquare(center Point2d, heading Vector2d, size float32) Polygon2d {
func OrientedSquare(center Point2d, heading Vector2d, size float64) Polygon2d {
out := Polygon2d{}
out.Origin.X = center.X
out.Origin.Y = center.Y
@ -136,12 +136,12 @@ func (v Vector2d) Normalize() Vector2d {
return Vector2d{v.X / m, v.Y / m}
}
func Distance(p1, p2 Point2d) float32 {
func Distance(p1, p2 Point2d) float64 {
return p1.Sub(p2).Mag()
}
// returns radians
func Angle(v1, v2 Vector2d) float32 {
func Angle(v1, v2 Vector2d) float64 {
x := (v1.Dot(v2) / (v1.Mag() * v2.Mag()))
angle := math.Acos(float64(x))
@ -158,5 +158,5 @@ func Angle(v1, v2 Vector2d) float32 {
if v1.Y*v2.X > v1.X*v2.Y {
angle = angle * -1.0
}
return float32(angle)
return angle
}

View File

@ -37,10 +37,10 @@ func Neville(P []Point2d, ts []float64, t float64) (*Point2d, error) {
order := len(P) - 1
for i := 0; i < order; i++ {
for j := 0; j < order-i; j++ {
var tLeft float32 = float32(ts[i+j+1] - t)
var tRight float32 = float32(t - ts[j])
tLeft := ts[i+j+1] - t
tRight := t - ts[j]
Q[j] = Q[j].ToVector().Scale(tLeft).ToPoint().Add(P[j+1].ToVector().Scale(tRight))
Q[j] = Q[j].ToVector().Scale(float32(1.0 / (ts[i+j+1] - ts[j]))).ToPoint()
Q[j] = Q[j].ToVector().Scale(1.0 / (ts[i+j+1] - ts[j])).ToPoint()
}
}

View File

@ -129,7 +129,7 @@ func TestAngle(t *testing.T) {
cases := []struct {
v1 Vector2d
v2 Vector2d
expected float32
expected float64
}{
{
v1: Vector2d{10, 0},
@ -159,7 +159,7 @@ func TestAngle(t *testing.T) {
expected: math.Pi * Rad2deg,
},
}
var a float32
var a float64
for _, c := range cases {
a = Angle(c.v2, c.v1)
@ -508,11 +508,12 @@ func TestPolyPolyNoOverlapMoveOnto(t *testing.T) {
func TestOrientedSquare(t *testing.T) {
p := OrientedSquare(Point2d{10, 10}, Vector2d{0.5, 0.5}, 5)
expected := []Vector2d{
{0, 7.071068},
{-7.071068, 0},
{0, -7.071068},
{7.071068, 0},
{X: 0, Y: 7.071067811865475},
{X: -7.071067811865475, Y: 0},
{X: 0, Y: -7.071067811865475},
{X: 7.071067811865475, Y: 0},
}
for i, v := range expected {
if p.Points[i] != v {
t.Errorf("unexpected points: %+v, expected: %+v", p.Points, expected)
@ -522,7 +523,7 @@ func TestOrientedSquare(t *testing.T) {
func TestPopPop(t *testing.T) {
v1 := Vector2d{10, 10}
if v1.PopPop() != float32(math.Sqrt(10*10+10*10)) {
if v1.PopPop() != math.Sqrt(10*10+10*10) {
t.Errorf("Incorrect Magnitude!")
}
}