Fixed some epsilons.
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@@ -107,7 +107,7 @@ public class Ray2 implements IRay2
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double dx = end.x() - start.x(), dy = end.y() - start.y();
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double divisor = bx*dy - by*dx;
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if (Math.abs(divisor) < Math.EPSILON) {
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if (Math.abs(divisor) < MathUtil.EPSILON) {
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// the lines are parallel (or the segment is zero-length)
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double t = Math.min(getIntersection(start), getIntersection(end));
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boolean isect = (t != Float.MAX_VALUE);
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@@ -135,7 +135,7 @@ public class Ray2 implements IRay2
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// compute the segment's line parameters
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double a = starty - end.y(), b = end.x() - startx;
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double len = Math.hypot(a, b);
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if (len < Math.EPSILON) { // start equals end; check as circle
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if (len < MathUtil.EPSILON) { // start equals end; check as circle
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return getIntersection(start, radius, result);
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}
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double rlen = 1f / len;
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@@ -149,7 +149,7 @@ public class Ray2 implements IRay2
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double x, y;
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if (above || below) { // check the intersection with the top/bottom boundary
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double divisor = a*direction.x + b*direction.y;
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if (Math.abs(divisor) < Math.EPSILON) { // lines are parallel
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if (Math.abs(divisor) < MathUtil.EPSILON) { // lines are parallel
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return false;
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}
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c += (above ? -radius : +radius);
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@@ -107,7 +107,7 @@ public class Ray2 implements IRay2
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float dx = end.x() - start.x(), dy = end.y() - start.y();
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float divisor = bx*dy - by*dx;
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if (Math.abs(divisor) < FloatMath.EPSILON) {
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if (Math.abs(divisor) < MathUtil.EPSILON) {
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// the lines are parallel (or the segment is zero-length)
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float t = Math.min(getIntersection(start), getIntersection(end));
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boolean isect = (t != Float.MAX_VALUE);
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@@ -135,7 +135,7 @@ public class Ray2 implements IRay2
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// compute the segment's line parameters
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float a = starty - end.y(), b = end.x() - startx;
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float len = FloatMath.hypot(a, b);
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if (len < FloatMath.EPSILON) { // start equals end; check as circle
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if (len < MathUtil.EPSILON) { // start equals end; check as circle
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return getIntersection(start, radius, result);
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}
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float rlen = 1f / len;
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@@ -149,7 +149,7 @@ public class Ray2 implements IRay2
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float x, y;
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if (above || below) { // check the intersection with the top/bottom boundary
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float divisor = a*direction.x + b*direction.y;
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if (Math.abs(divisor) < FloatMath.EPSILON) { // lines are parallel
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if (Math.abs(divisor) < MathUtil.EPSILON) { // lines are parallel
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return false;
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}
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c += (above ? -radius : +radius);
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