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author | Yuri Sizov <11782833+YuriSizov@users.noreply.github.com> | 2023-01-13 23:31:24 +0300 |
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committer | GitHub <noreply@github.com> | 2023-01-13 23:31:24 +0300 |
commit | bdb3543c2a1bf417686f261dc00b7e54190458c8 (patch) | |
tree | 5036fc915f54f04c2a045b5a8a7dcd8bb6ae4e67 /modules/mono | |
parent | 228db366bf7eee5cc1623f009d27e88ed80b5d7d (diff) | |
parent | 14c16746f3c81719e061da43fb89ed1b744bd121 (diff) |
Merge pull request #71343 from raulsntos/dotnet/is_zero_approx
Add `IsZeroApprox` to C# vectors
Diffstat (limited to 'modules/mono')
4 files changed, 39 insertions, 2 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs index 3f9e986f62..cef31a7679 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Mathf.cs @@ -460,10 +460,11 @@ namespace Godot } /// <summary> - /// Returns <see langword="true"/> if <paramref name="s"/> is approximately zero. + /// Returns <see langword="true"/> if <paramref name="s"/> is zero or almost zero. /// The comparison is done using a tolerance calculation with <see cref="Epsilon"/>. /// - /// This method is faster than using <see cref="IsEqualApprox(real_t, real_t)"/> with one value as zero. + /// This method is faster than using <see cref="IsEqualApprox(real_t, real_t)"/> with + /// one value as zero. /// </summary> /// <param name="s">The value to check.</param> /// <returns>A <see langword="bool"/> for whether or not the value is nearly zero.</returns> diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs index 4c60080ee9..0760f1668f 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs @@ -989,6 +989,18 @@ namespace Godot } /// <summary> + /// Returns <see langword="true"/> if this vector's values are approximately zero, + /// by running <see cref="Mathf.IsZeroApprox(real_t)"/> on each component. + /// This method is faster than using <see cref="IsEqualApprox"/> with one value + /// as a zero vector. + /// </summary> + /// <returns>Whether or not the vector is approximately zero.</returns> + public readonly bool IsZeroApprox() + { + return Mathf.IsZeroApprox(x) && Mathf.IsZeroApprox(y); + } + + /// <summary> /// Serves as the hash function for <see cref="Vector2"/>. /// </summary> /// <returns>A hash code for this vector.</returns> diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs index fefdee33a5..e000e3994d 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs @@ -1060,6 +1060,18 @@ namespace Godot } /// <summary> + /// Returns <see langword="true"/> if this vector's values are approximately zero, + /// by running <see cref="Mathf.IsZeroApprox(real_t)"/> on each component. + /// This method is faster than using <see cref="IsEqualApprox"/> with one value + /// as a zero vector. + /// </summary> + /// <returns>Whether or not the vector is approximately zero.</returns> + public readonly bool IsZeroApprox() + { + return Mathf.IsZeroApprox(x) && Mathf.IsZeroApprox(y) && Mathf.IsZeroApprox(z); + } + + /// <summary> /// Serves as the hash function for <see cref="Vector3"/>. /// </summary> /// <returns>A hash code for this vector.</returns> diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs index 3191e8adc0..dc2380c083 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs @@ -857,6 +857,18 @@ namespace Godot } /// <summary> + /// Returns <see langword="true"/> if this vector's values are approximately zero, + /// by running <see cref="Mathf.IsZeroApprox(real_t)"/> on each component. + /// This method is faster than using <see cref="IsEqualApprox"/> with one value + /// as a zero vector. + /// </summary> + /// <returns>Whether or not the vector is approximately zero.</returns> + public readonly bool IsZeroApprox() + { + return Mathf.IsZeroApprox(x) && Mathf.IsZeroApprox(y) && Mathf.IsZeroApprox(z) && Mathf.IsZeroApprox(w); + } + + /// <summary> /// Serves as the hash function for <see cref="Vector4"/>. /// </summary> /// <returns>A hash code for this vector.</returns> |