diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs index b662ab5d0b0..7ffe65f6ba0 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs @@ -338,7 +338,7 @@ namespace Godot /// A for whether the quaternion is normalized or not. public readonly bool IsNormalized() { - return Mathf.Abs(LengthSquared() - 1) <= Mathf.Epsilon; + return Mathf.IsEqualApprox(LengthSquared(), 1, Mathf.Epsilon); } public readonly Quaternion Log() diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs index f5b64ff81b8..6b32efbe091 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs @@ -370,7 +370,7 @@ namespace Godot /// A indicating whether or not the vector is normalized. public readonly bool IsNormalized() { - return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon; + return Mathf.IsEqualApprox(LengthSquared(), 1, Mathf.Epsilon); } /// diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs index eb5105ea6c1..033b225a0c0 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs @@ -368,7 +368,7 @@ namespace Godot /// A indicating whether or not the vector is normalized. public readonly bool IsNormalized() { - return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon; + return Mathf.IsEqualApprox(LengthSquared(), 1, Mathf.Epsilon); } /// diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs index ec59197fa33..5985ea05591 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs @@ -318,7 +318,7 @@ namespace Godot /// A indicating whether or not the vector is normalized. public readonly bool IsNormalized() { - return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon; + return Mathf.IsEqualApprox(LengthSquared(), 1, Mathf.Epsilon); } ///