Add is_zero_approx methods to Vector{2,3}
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@ -199,6 +199,10 @@ bool Vector2::is_equal_approx(const Vector2 &p_v) const {
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return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y);
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}
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bool Vector2::is_zero_approx() const {
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return Math::is_zero_approx(x) && Math::is_zero_approx(y);
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}
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/* Vector2i */
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Vector2i Vector2i::operator+(const Vector2i &p_v) const {
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@ -115,6 +115,7 @@ struct _NO_DISCARD_CLASS_ Vector2 {
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Vector2 reflect(const Vector2 &p_normal) const;
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bool is_equal_approx(const Vector2 &p_v) const;
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bool is_zero_approx() const;
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Vector2 operator+(const Vector2 &p_v) const;
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void operator+=(const Vector2 &p_v);
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@ -151,6 +151,10 @@ bool Vector3::is_equal_approx(const Vector3 &p_v) const {
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return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y) && Math::is_equal_approx(z, p_v.z);
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}
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bool Vector3::is_zero_approx() const {
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return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z);
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}
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Vector3::operator String() const {
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return (rtos(x) + ", " + rtos(y) + ", " + rtos(z));
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}
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@ -133,6 +133,7 @@ struct _NO_DISCARD_CLASS_ Vector3 {
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bool is_equal_approx(const Vector3 &p_v) const;
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inline bool is_equal_approx(const Vector3 &p_v, real_t p_tolerance) const;
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bool is_zero_approx() const;
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/* Operators */
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@ -385,6 +385,7 @@ struct _VariantCall {
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VCALL_LOCALMEM0R(Vector2, normalized);
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VCALL_LOCALMEM0R(Vector2, is_normalized);
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VCALL_LOCALMEM1R(Vector2, is_equal_approx);
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VCALL_LOCALMEM0R(Vector2, is_zero_approx);
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VCALL_LOCALMEM1R(Vector2, posmod);
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VCALL_LOCALMEM1R(Vector2, posmodv);
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VCALL_LOCALMEM1R(Vector2, project);
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@ -437,6 +438,7 @@ struct _VariantCall {
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VCALL_LOCALMEM0R(Vector3, normalized);
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VCALL_LOCALMEM0R(Vector3, is_normalized);
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VCALL_LOCALMEM1R(Vector3, is_equal_approx);
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VCALL_LOCALMEM0R(Vector3, is_zero_approx);
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VCALL_LOCALMEM0R(Vector3, inverse);
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VCALL_LOCALMEM1R(Vector3, snapped);
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VCALL_LOCALMEM2R(Vector3, rotated);
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@ -1800,6 +1802,7 @@ void register_variant_methods() {
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ADDFUNC0R(VECTOR2, VECTOR2, Vector2, normalized, varray());
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ADDFUNC0R(VECTOR2, BOOL, Vector2, is_normalized, varray());
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ADDFUNC1R(VECTOR2, BOOL, Vector2, is_equal_approx, VECTOR2, "v", varray());
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ADDFUNC0R(VECTOR2, BOOL, Vector2, is_zero_approx, varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, posmod, REAL, "mod", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, posmodv, VECTOR2, "modv", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, project, VECTOR2, "b", varray());
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@ -1851,6 +1854,7 @@ void register_variant_methods() {
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ADDFUNC0R(VECTOR3, VECTOR3, Vector3, normalized, varray());
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ADDFUNC0R(VECTOR3, BOOL, Vector3, is_normalized, varray());
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ADDFUNC1R(VECTOR3, BOOL, Vector3, is_equal_approx, VECTOR3, "v", varray());
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ADDFUNC0R(VECTOR3, BOOL, Vector3, is_zero_approx, varray());
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ADDFUNC0R(VECTOR3, VECTOR3, Vector3, inverse, varray());
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ADDFUNC1R(VECTOR3, VECTOR3, Vector3, snapped, VECTOR3, "by", varray());
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ADDFUNC2R(VECTOR3, VECTOR3, Vector3, rotated, VECTOR3, "axis", REAL, "angle", varray());
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@ -152,6 +152,13 @@
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Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise.
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</description>
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</method>
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<method name="is_zero_approx">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if this vector's values are approximately zero, by running [method @GDScript.is_zero_approx] on each component.
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This method is faster than using [method is_equal_approx] with one value as a zero vector.
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</description>
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</method>
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<method name="length">
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<return type="float" />
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<description>
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@ -125,6 +125,13 @@
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Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise.
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</description>
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</method>
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<method name="is_zero_approx">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if this vector's values are approximately zero, by running [method @GDScript.is_zero_approx] on each component.
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This method is faster than using [method is_equal_approx] with one value as a zero vector.
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</description>
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</method>
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<method name="length">
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<return type="float" />
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<description>
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@ -113,7 +113,7 @@ PhysicalBone *SkeletonEditor::create_physical_bone(int bone_id, int bone_child_i
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bone_shape->set_transform(capsule_transform);
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Vector3 up = Vector3(0, 1, 0);
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if (up.cross(child_rest.origin).is_equal_approx(Vector3())) {
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if (up.cross(child_rest.origin).is_zero_approx()) {
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up = Vector3(0, 0, 1);
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}
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@ -434,7 +434,7 @@ Ref<Material3D> FBXMaterial::import_material(ImportState &state) {
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print_verbose("Emissive real value: " + rtos(real_value->Value()));
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spatial_material->set_emission_energy(real_value->Value());
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material_info.features.push_back(Material3D::Feature::FEATURE_EMISSION);
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} else if (vector_value && !vector_value->Value().is_equal_approx(Vector3(0, 0, 0))) {
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} else if (vector_value && !vector_value->Value().is_zero_approx()) {
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const Vector3 &color = vector_value->Value();
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Color c;
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c[0] = color[0];
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@ -445,7 +445,7 @@ Ref<Material3D> FBXMaterial::import_material(ImportState &state) {
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}
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} break;
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case PROPERTY_DESC_EMISSIVE_COLOR: {
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if (vector_value && !vector_value->Value().is_equal_approx(Vector3(0, 0, 0))) {
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if (vector_value && !vector_value->Value().is_zero_approx()) {
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const Vector3 &color = vector_value->Value();
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Color c;
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c[0] = color[0];
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@ -225,7 +225,7 @@ void PivotTransform::ComputePivotTransform() {
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Sp.set_origin(scaling_pivot);
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// Scaling node
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if (!scaling.is_equal_approx(Vector3())) {
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if (!scaling.is_zero_approx()) {
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S.scale(scaling);
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} else {
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S.scale(Vector3(1, 1, 1));
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@ -440,7 +440,7 @@ Error GLTFDocument::_serialize_nodes(Ref<GLTFState> p_state) {
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node["scale"] = _vec3_to_arr(gltf_node->scale);
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}
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if (!gltf_node->translation.is_equal_approx(Vector3())) {
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if (!gltf_node->translation.is_zero_approx()) {
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node["translation"] = _vec3_to_arr(gltf_node->translation);
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}
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if (gltf_node->children.size()) {
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@ -684,7 +684,7 @@ void StyleBoxFlat::draw(RID p_canvas_item, const Rect2 &p_rect) const {
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const bool rounded_corners = (corner_radius[0] > 0) || (corner_radius[1] > 0) || (corner_radius[2] > 0) || (corner_radius[3] > 0);
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// Only enable antialiasing if it is actually needed. This improve performances
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// and maximizes sharpness for non-skewed StyleBoxes with sharp corners.
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const bool aa_on = (rounded_corners || !skew.is_equal_approx(Vector2())) && anti_aliased;
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const bool aa_on = (rounded_corners || !skew.is_zero_approx()) && anti_aliased;
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const bool blend_on = blend_border && draw_border;
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