Searched refs:vgl_near_zero (Results 1 – 1 of 1) sorted by relevance
34 inline bool vgl_near_zero(double x) { return x < eps && x > -eps; } in vgl_near_zero() function35 inline bool vgl_near_eq(double x, double y) { return vgl_near_zero(x-y); } in vgl_near_eq()283 if (vgl_near_zero(a))// The line is y = -c/b in vgl_intersection()310 if (vgl_near_zero(b))// The line is x = -c/a in vgl_intersection()572 return vgl_near_zero(l1_len - l1_idist) && vgl_near_zero(l2_len - l2_idist); in vgl_intersection()593 return vgl_near_zero(l1_len - l1_idist) && vgl_near_zero(l2_len - l2_idist); in vgl_intersection()825 if (vgl_near_zero(mag)) // planes are parallel (or coincident) in vgl_intersection()846 if (vgl_near_zero(det)) in vgl_intersection()856 if (vgl_near_zero(det)) in vgl_intersection()867 if (vgl_near_zero(det)) in vgl_intersection()