Split is_equal_approx into float and double versions to match Godot
https://github.com/godotengine/godot/pull/48882pull/852/head
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3450a1ab16
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942cd466ed
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@ -28,8 +28,8 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GODOT_MATH_H
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#define GODOT_MATH_H
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#ifndef GODOT_MATH_HPP
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#define GODOT_MATH_HPP
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#include <godot_cpp/core/defs.hpp>
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@ -368,30 +368,56 @@ inline bool is_inf(double p_val) {
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return std::isinf(p_val);
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}
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inline bool is_equal_approx(real_t a, real_t b) {
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inline bool is_equal_approx(float a, float b) {
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// Check for exact equality first, required to handle "infinity" values.
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if (a == b) {
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return true;
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}
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// Then check for approximate equality.
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real_t tolerance = CMP_EPSILON * std::abs(a);
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float tolerance = (float)CMP_EPSILON * abs(a);
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if (tolerance < (float)CMP_EPSILON) {
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tolerance = (float)CMP_EPSILON;
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}
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return abs(a - b) < tolerance;
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}
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inline bool is_equal_approx(float a, float b, float tolerance) {
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// Check for exact equality first, required to handle "infinity" values.
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if (a == b) {
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return true;
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}
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// Then check for approximate equality.
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return abs(a - b) < tolerance;
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}
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inline bool is_zero_approx(float s) {
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return abs(s) < (float)CMP_EPSILON;
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}
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inline bool is_equal_approx(double a, double b) {
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// Check for exact equality first, required to handle "infinity" values.
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if (a == b) {
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return true;
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}
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// Then check for approximate equality.
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double tolerance = CMP_EPSILON * abs(a);
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if (tolerance < CMP_EPSILON) {
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tolerance = CMP_EPSILON;
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}
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return std::abs(a - b) < tolerance;
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return abs(a - b) < tolerance;
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}
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inline bool is_equal_approx(real_t a, real_t b, real_t tolerance) {
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inline bool is_equal_approx(double a, double b, double tolerance) {
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// Check for exact equality first, required to handle "infinity" values.
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if (a == b) {
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return true;
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}
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// Then check for approximate equality.
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return std::abs(a - b) < tolerance;
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return abs(a - b) < tolerance;
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}
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inline bool is_zero_approx(real_t s) {
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return std::abs(s) < CMP_EPSILON;
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inline bool is_zero_approx(double s) {
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return abs(s) < CMP_EPSILON;
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}
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inline double smoothstep(double p_from, double p_to, double p_weight) {
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@ -509,4 +535,4 @@ inline double snapped(double p_value, double p_step) {
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} // namespace Math
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} // namespace godot
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#endif // GODOT_MATH_H
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#endif // GODOT_MATH_HPP
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@ -110,7 +110,7 @@ bool Basis::is_diagonal() const {
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}
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bool Basis::is_rotation() const {
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return Math::is_equal_approx(determinant(), 1, UNIT_EPSILON) && is_orthogonal();
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return Math::is_equal_approx(determinant(), (real_t)1, (real_t)UNIT_EPSILON) && is_orthogonal();
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}
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#ifdef MATH_CHECKS
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@ -86,7 +86,7 @@ Quaternion Quaternion::normalized() const {
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}
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bool Quaternion::is_normalized() const {
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return Math::is_equal_approx(length_squared(), 1.0, UNIT_EPSILON); //use less epsilon
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return Math::is_equal_approx(length_squared(), (real_t)1.0, (real_t)UNIT_EPSILON); //use less epsilon
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}
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Quaternion Quaternion::inverse() const {
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