Why is my return value wrong?
I have a vector class in C# (a fragment below). My issue is that when I call GetMagnitude(), it always returns 0.0f - even with the debugger running and I check that Sq has a valid value, as soon as it gets passed back into other function (eg: Normalize() ), it has return 0.0f. Can someone explain this and help me fix it? My guess is that it has something to do with double->float conversion but I just can't figure it.
public class float3
{
public float x;
public float y;
public float z;
public float GetMagnitude()
{
float SumSquares = (float)( Math.Pow(x, 2) + Math.Pow(y, 2) + Math.Pow(z, 2));
float Sq = (float)Math.Sqrt(SumSquares);
return Sq;
}
public void Normalize()
{
float inverse = 1.0f / Ge开发者_StackOverflow社区tMagnitude();
x *= inverse;
y *= inverse;
z *= inverse;
}
}
I just tested your code with this set up and it worked perfectly:
void Main()
{
var myData = new float3
{
x = 1,
y = 1,
z = 1
};
float result = myData.GetMagnitude();
}
I get the result 1.73...
Is it possible that the problem is elsewhere? Could you create a small console app and insert that code just to isolate it?
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