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Merge pull request #108974 from Joy-less/Improve-IsNormalized()
Improve `IsNormalized()` in C#
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@@ -338,7 +338,7 @@ namespace Godot
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/// <returns>A <see langword="bool"/> for whether the quaternion is normalized or not.</returns>
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/// <returns>A <see langword="bool"/> for whether the quaternion is normalized or not.</returns>
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public readonly bool IsNormalized()
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public readonly bool IsNormalized()
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{
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{
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return Mathf.Abs(LengthSquared() - 1) <= Mathf.Epsilon;
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return Mathf.IsEqualApprox(LengthSquared(), 1, Mathf.Epsilon);
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}
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}
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public readonly Quaternion Log()
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public readonly Quaternion Log()
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@@ -370,7 +370,7 @@ namespace Godot
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/// <returns>A <see langword="bool"/> indicating whether or not the vector is normalized.</returns>
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/// <returns>A <see langword="bool"/> indicating whether or not the vector is normalized.</returns>
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public readonly bool IsNormalized()
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public readonly bool IsNormalized()
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{
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{
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return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
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return Mathf.IsEqualApprox(LengthSquared(), 1, Mathf.Epsilon);
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}
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}
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/// <summary>
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/// <summary>
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@@ -368,7 +368,7 @@ namespace Godot
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/// <returns>A <see langword="bool"/> indicating whether or not the vector is normalized.</returns>
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/// <returns>A <see langword="bool"/> indicating whether or not the vector is normalized.</returns>
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public readonly bool IsNormalized()
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public readonly bool IsNormalized()
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{
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{
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return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
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return Mathf.IsEqualApprox(LengthSquared(), 1, Mathf.Epsilon);
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}
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}
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/// <summary>
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/// <summary>
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@@ -318,7 +318,7 @@ namespace Godot
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/// <returns>A <see langword="bool"/> indicating whether or not the vector is normalized.</returns>
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/// <returns>A <see langword="bool"/> indicating whether or not the vector is normalized.</returns>
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public readonly bool IsNormalized()
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public readonly bool IsNormalized()
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{
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{
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return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
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return Mathf.IsEqualApprox(LengthSquared(), 1, Mathf.Epsilon);
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}
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}
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/// <summary>
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/// <summary>
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