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https://github.com/godotengine/godot
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[Mono] Approximate equality
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@ -168,7 +168,7 @@ namespace Godot
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int max = Mathf.Max(color.r8, Mathf.Max(color.g8, color.b8));
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int min = Mathf.Min(color.r8, Mathf.Min(color.g8, color.b8));
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float delta = max - min;
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int delta = max - min;
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if (delta == 0)
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{
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@ -591,11 +591,11 @@ namespace Godot
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public static bool operator <(Color left, Color right)
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{
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if (left.r == right.r)
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if (Mathf.IsEqualApprox(left.r, right.r))
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{
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if (left.g == right.g)
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if (Mathf.IsEqualApprox(left.g, right.g))
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{
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if (left.b == right.b)
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if (Mathf.IsEqualApprox(left.b, right.b))
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return left.a < right.a;
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return left.b < right.b;
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}
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@ -608,11 +608,11 @@ namespace Godot
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public static bool operator >(Color left, Color right)
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{
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if (left.r == right.r)
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if (Mathf.IsEqualApprox(left.r, right.r))
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{
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if (left.g == right.g)
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if (Mathf.IsEqualApprox(left.g, right.g))
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{
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if (left.b == right.b)
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if (Mathf.IsEqualApprox(left.b, right.b))
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return left.a > right.a;
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return left.b > right.b;
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}
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@ -635,7 +635,7 @@ namespace Godot
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public bool Equals(Color other)
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{
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return r == other.r && g == other.g && b == other.b && a == other.a;
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return Mathf.IsEqualApprox(r, other.r) && Mathf.IsEqualApprox(g, other.g) && Mathf.IsEqualApprox(b, other.b) && Mathf.IsEqualApprox(a, other.a);
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}
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public override int GetHashCode()
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@ -143,6 +143,15 @@ namespace Godot
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return (weight - from) / (to - from);
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}
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public static bool IsEqualApprox(real_t a, real_t b)
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{
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real_t tolerance = Epsilon * Abs(a);
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if (tolerance < Epsilon) {
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tolerance = Epsilon;
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}
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return Abs(a - b) < tolerance;
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}
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public static bool IsInf(real_t s)
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{
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return real_t.IsInfinity(s);
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@ -153,6 +162,11 @@ namespace Godot
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return real_t.IsNaN(s);
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}
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public static bool IsZeroApprox(real_t s)
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{
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return Abs(s) < Epsilon;
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}
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public static real_t Lerp(real_t from, real_t to, real_t weight)
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{
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return from + (to - from) * weight;
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@ -36,9 +36,9 @@ namespace Godot
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return (int)Math.Round(s);
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}
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public static bool IsEqualApprox(real_t a, real_t b, real_t ratio = Mathf.Epsilon)
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public static bool IsEqualApprox(real_t a, real_t b, real_t tolerance)
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{
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return Abs(a - b) < ratio;
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return Abs(a - b) < tolerance;
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}
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}
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}
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@ -200,7 +200,7 @@ namespace Godot
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public bool Equals(Plane other)
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{
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return _normal == other._normal && D == other.D;
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return _normal == other._normal && Mathf.IsEqualApprox(D, other.D);
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}
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public override int GetHashCode()
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@ -358,7 +358,7 @@ namespace Godot
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public bool Equals(Quat other)
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{
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return x == other.x && y == other.y && z == other.z && w == other.w;
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return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y) && Mathf.IsEqualApprox(z, other.z) && Mathf.IsEqualApprox(w, other.w);
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}
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public override int GetHashCode()
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@ -52,11 +52,15 @@ namespace Godot
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internal void Normalize()
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{
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real_t length = x * x + y * y;
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real_t lengthsq = LengthSquared();
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if (length != 0f)
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if (lengthsq == 0)
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{
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length = Mathf.Sqrt(length);
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x = y = 0f;
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}
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else
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{
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real_t length = Mathf.Sqrt(lengthsq);
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x /= length;
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y /= length;
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}
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@ -184,9 +188,9 @@ namespace Godot
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public Vector2 Normalized()
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{
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var result = this;
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result.Normalize();
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return result;
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var v = this;
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v.Normalize();
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return v;
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}
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public Vector2 Project(Vector2 onNormal)
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@ -343,7 +347,7 @@ namespace Godot
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public static bool operator <(Vector2 left, Vector2 right)
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{
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if (left.x.Equals(right.x))
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if (Mathf.IsEqualApprox(left.x, right.x))
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{
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return left.y < right.y;
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}
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@ -353,7 +357,7 @@ namespace Godot
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public static bool operator >(Vector2 left, Vector2 right)
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{
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if (left.x.Equals(right.x))
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if (Mathf.IsEqualApprox(left.x, right.x))
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{
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return left.y > right.y;
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}
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@ -363,7 +367,7 @@ namespace Godot
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public static bool operator <=(Vector2 left, Vector2 right)
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{
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if (left.x.Equals(right.x))
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if (Mathf.IsEqualApprox(left.x, right.x))
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{
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return left.y <= right.y;
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}
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@ -373,7 +377,7 @@ namespace Godot
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public static bool operator >=(Vector2 left, Vector2 right)
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{
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if (left.x.Equals(right.x))
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if (Mathf.IsEqualApprox(left.x, right.x))
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{
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return left.y >= right.y;
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}
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@ -393,7 +397,7 @@ namespace Godot
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public bool Equals(Vector2 other)
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{
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return x == other.x && y == other.y;
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return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y);
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}
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public override int GetHashCode()
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@ -65,14 +65,15 @@ namespace Godot
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internal void Normalize()
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{
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real_t length = Length();
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real_t lengthsq = LengthSquared();
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if (length == 0f)
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if (lengthsq == 0)
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{
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x = y = z = 0f;
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}
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else
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{
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real_t length = Mathf.Sqrt(lengthsq);
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x /= length;
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y /= length;
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z /= length;
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@ -397,9 +398,9 @@ namespace Godot
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public static bool operator <(Vector3 left, Vector3 right)
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{
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if (left.x == right.x)
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if (Mathf.IsEqualApprox(left.x, right.x))
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{
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if (left.y == right.y)
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if (Mathf.IsEqualApprox(left.y, right.y))
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return left.z < right.z;
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return left.y < right.y;
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}
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@ -409,9 +410,9 @@ namespace Godot
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public static bool operator >(Vector3 left, Vector3 right)
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{
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if (left.x == right.x)
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if (Mathf.IsEqualApprox(left.x, right.x))
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{
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if (left.y == right.y)
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if (Mathf.IsEqualApprox(left.y, right.y))
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return left.z > right.z;
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return left.y > right.y;
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}
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@ -421,9 +422,9 @@ namespace Godot
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public static bool operator <=(Vector3 left, Vector3 right)
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{
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if (left.x == right.x)
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if (Mathf.IsEqualApprox(left.x, right.x))
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{
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if (left.y == right.y)
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if (Mathf.IsEqualApprox(left.y, right.y))
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return left.z <= right.z;
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return left.y < right.y;
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}
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@ -433,9 +434,9 @@ namespace Godot
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public static bool operator >=(Vector3 left, Vector3 right)
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{
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if (left.x == right.x)
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if (Mathf.IsEqualApprox(left.x, right.x))
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{
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if (left.y == right.y)
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if (Mathf.IsEqualApprox(left.y, right.y))
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return left.z >= right.z;
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return left.y > right.y;
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}
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@ -455,7 +456,7 @@ namespace Godot
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public bool Equals(Vector3 other)
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{
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return x == other.x && y == other.y && z == other.z;
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return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y) && Mathf.IsEqualApprox(z, other.z);
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}
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public override int GetHashCode()
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