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authorAaron Franke <arnfranke@yahoo.com>2019-01-16 10:42:53 -0500
committerAaron Franke <arnfranke@yahoo.com>2019-04-25 13:20:29 -0400
commitb659e1eb2b732ebc836614735438ca0bcdc8a32d (patch)
treefdc9e58e4e573c08eb9004650476e43bc66a0e43 /servers/physics_2d
parentc577ec6ae46f8c6d848cae46c0e447e6607b3f33 (diff)
Use approximate equallity methods in many places
Diffstat (limited to 'servers/physics_2d')
-rw-r--r--servers/physics_2d/collision_solver_2d_sat.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/physics_2d/collision_solver_2d_sat.cpp b/servers/physics_2d/collision_solver_2d_sat.cpp
index d6c3fff421..f4bff66389 100644
--- a/servers/physics_2d/collision_solver_2d_sat.cpp
+++ b/servers/physics_2d/collision_solver_2d_sat.cpp
@@ -237,8 +237,8 @@ public:
Vector2 axis = p_axis;
- if (Math::abs(axis.x) < CMP_EPSILON &&
- Math::abs(axis.y) < CMP_EPSILON) {
+ if (Math::is_zero_approx(axis.x) &&
+ Math::is_zero_approx(axis.y)) {
// strange case, try an upwards separator
axis = Vector2(0.0, 1.0);
}