Add is_zero_approx methods to Vector{2,3}

This commit is contained in:
Haoyu Qiu 2024-04-10 19:02:42 +08:00
parent 2b97d143a2
commit ed952f82bd
12 changed files with 34 additions and 6 deletions

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@ -199,6 +199,10 @@ bool Vector2::is_equal_approx(const Vector2 &p_v) const {
return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y); return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y);
} }
bool Vector2::is_zero_approx() const {
return Math::is_zero_approx(x) && Math::is_zero_approx(y);
}
/* Vector2i */ /* Vector2i */
Vector2i Vector2i::operator+(const Vector2i &p_v) const { Vector2i Vector2i::operator+(const Vector2i &p_v) const {

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@ -115,6 +115,7 @@ struct _NO_DISCARD_CLASS_ Vector2 {
Vector2 reflect(const Vector2 &p_normal) const; Vector2 reflect(const Vector2 &p_normal) const;
bool is_equal_approx(const Vector2 &p_v) const; bool is_equal_approx(const Vector2 &p_v) const;
bool is_zero_approx() const;
Vector2 operator+(const Vector2 &p_v) const; Vector2 operator+(const Vector2 &p_v) const;
void operator+=(const Vector2 &p_v); void operator+=(const Vector2 &p_v);

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@ -151,6 +151,10 @@ bool Vector3::is_equal_approx(const Vector3 &p_v) const {
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); 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);
} }
bool Vector3::is_zero_approx() const {
return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z);
}
Vector3::operator String() const { Vector3::operator String() const {
return (rtos(x) + ", " + rtos(y) + ", " + rtos(z)); return (rtos(x) + ", " + rtos(y) + ", " + rtos(z));
} }

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@ -133,6 +133,7 @@ struct _NO_DISCARD_CLASS_ Vector3 {
bool is_equal_approx(const Vector3 &p_v) const; bool is_equal_approx(const Vector3 &p_v) const;
inline bool is_equal_approx(const Vector3 &p_v, real_t p_tolerance) const; inline bool is_equal_approx(const Vector3 &p_v, real_t p_tolerance) const;
bool is_zero_approx() const;
/* Operators */ /* Operators */

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@ -385,6 +385,7 @@ struct _VariantCall {
VCALL_LOCALMEM0R(Vector2, normalized); VCALL_LOCALMEM0R(Vector2, normalized);
VCALL_LOCALMEM0R(Vector2, is_normalized); VCALL_LOCALMEM0R(Vector2, is_normalized);
VCALL_LOCALMEM1R(Vector2, is_equal_approx); VCALL_LOCALMEM1R(Vector2, is_equal_approx);
VCALL_LOCALMEM0R(Vector2, is_zero_approx);
VCALL_LOCALMEM1R(Vector2, posmod); VCALL_LOCALMEM1R(Vector2, posmod);
VCALL_LOCALMEM1R(Vector2, posmodv); VCALL_LOCALMEM1R(Vector2, posmodv);
VCALL_LOCALMEM1R(Vector2, project); VCALL_LOCALMEM1R(Vector2, project);
@ -437,6 +438,7 @@ struct _VariantCall {
VCALL_LOCALMEM0R(Vector3, normalized); VCALL_LOCALMEM0R(Vector3, normalized);
VCALL_LOCALMEM0R(Vector3, is_normalized); VCALL_LOCALMEM0R(Vector3, is_normalized);
VCALL_LOCALMEM1R(Vector3, is_equal_approx); VCALL_LOCALMEM1R(Vector3, is_equal_approx);
VCALL_LOCALMEM0R(Vector3, is_zero_approx);
VCALL_LOCALMEM0R(Vector3, inverse); VCALL_LOCALMEM0R(Vector3, inverse);
VCALL_LOCALMEM1R(Vector3, snapped); VCALL_LOCALMEM1R(Vector3, snapped);
VCALL_LOCALMEM2R(Vector3, rotated); VCALL_LOCALMEM2R(Vector3, rotated);
@ -1800,6 +1802,7 @@ void register_variant_methods() {
ADDFUNC0R(VECTOR2, VECTOR2, Vector2, normalized, varray()); ADDFUNC0R(VECTOR2, VECTOR2, Vector2, normalized, varray());
ADDFUNC0R(VECTOR2, BOOL, Vector2, is_normalized, varray()); ADDFUNC0R(VECTOR2, BOOL, Vector2, is_normalized, varray());
ADDFUNC1R(VECTOR2, BOOL, Vector2, is_equal_approx, VECTOR2, "v", varray()); ADDFUNC1R(VECTOR2, BOOL, Vector2, is_equal_approx, VECTOR2, "v", varray());
ADDFUNC0R(VECTOR2, BOOL, Vector2, is_zero_approx, varray());
ADDFUNC1R(VECTOR2, VECTOR2, Vector2, posmod, REAL, "mod", varray()); ADDFUNC1R(VECTOR2, VECTOR2, Vector2, posmod, REAL, "mod", varray());
ADDFUNC1R(VECTOR2, VECTOR2, Vector2, posmodv, VECTOR2, "modv", varray()); ADDFUNC1R(VECTOR2, VECTOR2, Vector2, posmodv, VECTOR2, "modv", varray());
ADDFUNC1R(VECTOR2, VECTOR2, Vector2, project, VECTOR2, "b", varray()); ADDFUNC1R(VECTOR2, VECTOR2, Vector2, project, VECTOR2, "b", varray());
@ -1851,6 +1854,7 @@ void register_variant_methods() {
ADDFUNC0R(VECTOR3, VECTOR3, Vector3, normalized, varray()); ADDFUNC0R(VECTOR3, VECTOR3, Vector3, normalized, varray());
ADDFUNC0R(VECTOR3, BOOL, Vector3, is_normalized, varray()); ADDFUNC0R(VECTOR3, BOOL, Vector3, is_normalized, varray());
ADDFUNC1R(VECTOR3, BOOL, Vector3, is_equal_approx, VECTOR3, "v", varray()); ADDFUNC1R(VECTOR3, BOOL, Vector3, is_equal_approx, VECTOR3, "v", varray());
ADDFUNC0R(VECTOR3, BOOL, Vector3, is_zero_approx, varray());
ADDFUNC0R(VECTOR3, VECTOR3, Vector3, inverse, varray()); ADDFUNC0R(VECTOR3, VECTOR3, Vector3, inverse, varray());
ADDFUNC1R(VECTOR3, VECTOR3, Vector3, snapped, VECTOR3, "by", varray()); ADDFUNC1R(VECTOR3, VECTOR3, Vector3, snapped, VECTOR3, "by", varray());
ADDFUNC2R(VECTOR3, VECTOR3, Vector3, rotated, VECTOR3, "axis", REAL, "angle", varray()); ADDFUNC2R(VECTOR3, VECTOR3, Vector3, rotated, VECTOR3, "axis", REAL, "angle", varray());

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@ -152,6 +152,13 @@
Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise. Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise.
</description> </description>
</method> </method>
<method name="is_zero_approx">
<return type="bool" />
<description>
Returns [code]true[/code] if this vector's values are approximately zero, by running [method @GDScript.is_zero_approx] on each component.
This method is faster than using [method is_equal_approx] with one value as a zero vector.
</description>
</method>
<method name="length"> <method name="length">
<return type="float" /> <return type="float" />
<description> <description>

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@ -125,6 +125,13 @@
Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise. Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise.
</description> </description>
</method> </method>
<method name="is_zero_approx">
<return type="bool" />
<description>
Returns [code]true[/code] if this vector's values are approximately zero, by running [method @GDScript.is_zero_approx] on each component.
This method is faster than using [method is_equal_approx] with one value as a zero vector.
</description>
</method>
<method name="length"> <method name="length">
<return type="float" /> <return type="float" />
<description> <description>

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@ -113,7 +113,7 @@ PhysicalBone *SkeletonEditor::create_physical_bone(int bone_id, int bone_child_i
bone_shape->set_transform(capsule_transform); bone_shape->set_transform(capsule_transform);
Vector3 up = Vector3(0, 1, 0); Vector3 up = Vector3(0, 1, 0);
if (up.cross(child_rest.origin).is_equal_approx(Vector3())) { if (up.cross(child_rest.origin).is_zero_approx()) {
up = Vector3(0, 0, 1); up = Vector3(0, 0, 1);
} }

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@ -434,7 +434,7 @@ Ref<Material3D> FBXMaterial::import_material(ImportState &state) {
print_verbose("Emissive real value: " + rtos(real_value->Value())); print_verbose("Emissive real value: " + rtos(real_value->Value()));
spatial_material->set_emission_energy(real_value->Value()); spatial_material->set_emission_energy(real_value->Value());
material_info.features.push_back(Material3D::Feature::FEATURE_EMISSION); material_info.features.push_back(Material3D::Feature::FEATURE_EMISSION);
} else if (vector_value && !vector_value->Value().is_equal_approx(Vector3(0, 0, 0))) { } else if (vector_value && !vector_value->Value().is_zero_approx()) {
const Vector3 &color = vector_value->Value(); const Vector3 &color = vector_value->Value();
Color c; Color c;
c[0] = color[0]; c[0] = color[0];
@ -445,7 +445,7 @@ Ref<Material3D> FBXMaterial::import_material(ImportState &state) {
} }
} break; } break;
case PROPERTY_DESC_EMISSIVE_COLOR: { case PROPERTY_DESC_EMISSIVE_COLOR: {
if (vector_value && !vector_value->Value().is_equal_approx(Vector3(0, 0, 0))) { if (vector_value && !vector_value->Value().is_zero_approx()) {
const Vector3 &color = vector_value->Value(); const Vector3 &color = vector_value->Value();
Color c; Color c;
c[0] = color[0]; c[0] = color[0];

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@ -225,7 +225,7 @@ void PivotTransform::ComputePivotTransform() {
Sp.set_origin(scaling_pivot); Sp.set_origin(scaling_pivot);
// Scaling node // Scaling node
if (!scaling.is_equal_approx(Vector3())) { if (!scaling.is_zero_approx()) {
S.scale(scaling); S.scale(scaling);
} else { } else {
S.scale(Vector3(1, 1, 1)); S.scale(Vector3(1, 1, 1));

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@ -440,7 +440,7 @@ Error GLTFDocument::_serialize_nodes(Ref<GLTFState> p_state) {
node["scale"] = _vec3_to_arr(gltf_node->scale); node["scale"] = _vec3_to_arr(gltf_node->scale);
} }
if (!gltf_node->translation.is_equal_approx(Vector3())) { if (!gltf_node->translation.is_zero_approx()) {
node["translation"] = _vec3_to_arr(gltf_node->translation); node["translation"] = _vec3_to_arr(gltf_node->translation);
} }
if (gltf_node->children.size()) { 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 {
const bool rounded_corners = (corner_radius[0] > 0) || (corner_radius[1] > 0) || (corner_radius[2] > 0) || (corner_radius[3] > 0); const bool rounded_corners = (corner_radius[0] > 0) || (corner_radius[1] > 0) || (corner_radius[2] > 0) || (corner_radius[3] > 0);
// Only enable antialiasing if it is actually needed. This improve performances // Only enable antialiasing if it is actually needed. This improve performances
// and maximizes sharpness for non-skewed StyleBoxes with sharp corners. // and maximizes sharpness for non-skewed StyleBoxes with sharp corners.
const bool aa_on = (rounded_corners || !skew.is_equal_approx(Vector2())) && anti_aliased; const bool aa_on = (rounded_corners || !skew.is_zero_approx()) && anti_aliased;
const bool blend_on = blend_border && draw_border; const bool blend_on = blend_border && draw_border;