Added various functions basic math classes. Also enabled math checks only for debug builds.
Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly. Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions. Various other changes mostly cosmetic in nature.
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13 changed files with 217 additions and 50 deletions
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@ -167,7 +167,7 @@ public:
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static float random(float from, float to);
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static real_t random(int from, int to) { return (real_t)random((real_t)from, (real_t)to); }
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static _ALWAYS_INLINE_ bool isequal_approx(real_t a, real_t b) {
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static _ALWAYS_INLINE_ bool is_equal_approx(real_t a, real_t b) {
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// TODO: Comparing floats for approximate-equality is non-trivial.
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// Using epsilon should cover the typical cases in Godot (where a == b is used to compare two reals), such as matrix and vector comparison operators.
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// A proper implementation in terms of ULPs should eventually replace the contents of this function.
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