You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-08 12:40:44 +00:00
Make is_equal_approx separate for structures
This commit adds exposed behavior for C#
This commit is contained in:
@@ -106,17 +106,17 @@ Basis Basis::orthonormalized() const {
|
||||
}
|
||||
|
||||
bool Basis::is_orthogonal() const {
|
||||
Basis id;
|
||||
Basis identity;
|
||||
Basis m = (*this) * transposed();
|
||||
|
||||
return is_equal_approx(id, m);
|
||||
return m.is_equal_approx(identity);
|
||||
}
|
||||
|
||||
bool Basis::is_diagonal() const {
|
||||
return (
|
||||
Math::is_equal_approx(elements[0][1], 0) && Math::is_equal_approx(elements[0][2], 0) &&
|
||||
Math::is_equal_approx(elements[1][0], 0) && Math::is_equal_approx(elements[1][2], 0) &&
|
||||
Math::is_equal_approx(elements[2][0], 0) && Math::is_equal_approx(elements[2][1], 0));
|
||||
Math::is_zero_approx(elements[0][1]) && Math::is_zero_approx(elements[0][2]) &&
|
||||
Math::is_zero_approx(elements[1][0]) && Math::is_zero_approx(elements[1][2]) &&
|
||||
Math::is_zero_approx(elements[2][0]) && Math::is_zero_approx(elements[2][1]));
|
||||
}
|
||||
|
||||
bool Basis::is_rotation() const {
|
||||
@@ -557,16 +557,9 @@ void Basis::set_euler_yxz(const Vector3 &p_euler) {
|
||||
*this = ymat * xmat * zmat;
|
||||
}
|
||||
|
||||
bool Basis::is_equal_approx(const Basis &a, const Basis &b, real_t p_epsilon) const {
|
||||
bool Basis::is_equal_approx(const Basis &p_basis) const {
|
||||
|
||||
for (int i = 0; i < 3; i++) {
|
||||
for (int j = 0; j < 3; j++) {
|
||||
if (!Math::is_equal_approx(a.elements[i][j], b.elements[i][j], p_epsilon))
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
return elements[0].is_equal_approx(p_basis.elements[0]) && elements[1].is_equal_approx(p_basis.elements[1]) && elements[2].is_equal_approx(p_basis.elements[2]);
|
||||
}
|
||||
|
||||
bool Basis::is_equal_approx_ratio(const Basis &a, const Basis &b, real_t p_epsilon) const {
|
||||
|
||||
Reference in New Issue
Block a user