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Make is_equal_approx separate for structures
This commit adds exposed behavior for C#
This commit is contained in:
parent
1fed266bf5
commit
86922ff70b
@ -214,6 +214,11 @@ void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha) {
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}
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}
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bool Color::is_equal_approx(const Color &p_color) const {
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return Math::is_equal_approx(r, p_color.r) && Math::is_equal_approx(g, p_color.g) && Math::is_equal_approx(b, p_color.b) && Math::is_equal_approx(a, p_color.a);
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}
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void Color::invert() {
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r = 1.0 - r;
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@ -86,6 +86,8 @@ struct Color {
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void operator/=(const Color &p_color);
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void operator/=(const real_t &rvalue);
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bool is_equal_approx(const Color &p_color) const;
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void invert();
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void contrast();
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Color inverted() const;
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@ -69,6 +69,11 @@ void AABB::merge_with(const AABB &p_aabb) {
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size = max - min;
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}
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bool AABB::is_equal_approx(const AABB &p_aabb) const {
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return position.is_equal_approx(p_aabb.position) && size.is_equal_approx(p_aabb.size);
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}
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AABB AABB::intersection(const AABB &p_aabb) const {
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Vector3 src_min = position;
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@ -64,6 +64,7 @@ public:
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bool operator==(const AABB &p_rval) const;
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bool operator!=(const AABB &p_rval) const;
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bool is_equal_approx(const AABB &p_aabb) const;
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_FORCE_INLINE_ bool intersects(const AABB &p_aabb) const; /// Both AABBs overlap
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_FORCE_INLINE_ bool intersects_inclusive(const AABB &p_aabb) const; /// Both AABBs (or their faces) overlap
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_FORCE_INLINE_ bool encloses(const AABB &p_aabb) const; /// p_aabb is completely inside this
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@ -106,17 +106,17 @@ Basis Basis::orthonormalized() const {
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}
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bool Basis::is_orthogonal() const {
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Basis id;
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Basis identity;
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Basis m = (*this) * transposed();
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return is_equal_approx(id, m);
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return m.is_equal_approx(identity);
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}
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bool Basis::is_diagonal() const {
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return (
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Math::is_equal_approx(elements[0][1], 0) && Math::is_equal_approx(elements[0][2], 0) &&
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Math::is_equal_approx(elements[1][0], 0) && Math::is_equal_approx(elements[1][2], 0) &&
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Math::is_equal_approx(elements[2][0], 0) && Math::is_equal_approx(elements[2][1], 0));
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Math::is_zero_approx(elements[0][1]) && Math::is_zero_approx(elements[0][2]) &&
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Math::is_zero_approx(elements[1][0]) && Math::is_zero_approx(elements[1][2]) &&
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Math::is_zero_approx(elements[2][0]) && Math::is_zero_approx(elements[2][1]));
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}
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bool Basis::is_rotation() const {
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@ -557,16 +557,9 @@ void Basis::set_euler_yxz(const Vector3 &p_euler) {
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*this = ymat * xmat * zmat;
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}
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bool Basis::is_equal_approx(const Basis &a, const Basis &b, real_t p_epsilon) const {
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bool Basis::is_equal_approx(const Basis &p_basis) const {
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for (int i = 0; i < 3; i++) {
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for (int j = 0; j < 3; j++) {
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if (!Math::is_equal_approx(a.elements[i][j], b.elements[i][j], p_epsilon))
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return false;
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}
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}
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return true;
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return elements[0].is_equal_approx(p_basis.elements[0]) && elements[1].is_equal_approx(p_basis.elements[1]) && elements[2].is_equal_approx(p_basis.elements[2]);
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}
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bool Basis::is_equal_approx_ratio(const Basis &a, const Basis &b, real_t p_epsilon) const {
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@ -127,7 +127,9 @@ public:
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return elements[0][2] * v[0] + elements[1][2] * v[1] + elements[2][2] * v[2];
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}
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bool is_equal_approx(const Basis &a, const Basis &b, real_t p_epsilon = CMP_EPSILON) const;
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bool is_equal_approx(const Basis &p_basis) const;
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// TODO: Break compatibility in 4.0 by getting rid of this so that it's only an instance method. See also TODO in variant_call.cpp
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bool is_equal_approx(const Basis &a, const Basis &b) const { return a.is_equal_approx(b); }
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bool is_equal_approx_ratio(const Basis &a, const Basis &b, real_t p_epsilon = UNIT_EPSILON) const;
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bool operator==(const Basis &p_matrix) const;
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@ -161,6 +161,11 @@ bool Plane::is_almost_like(const Plane &p_plane) const {
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return (normal.dot(p_plane.normal) > _PLANE_EQ_DOT_EPSILON && Math::absd(d - p_plane.d) < _PLANE_EQ_D_EPSILON);
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}
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bool Plane::is_equal_approx(const Plane &p_plane) const {
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return normal.is_equal_approx(p_plane.normal) && Math::is_equal_approx(d, p_plane.d);
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}
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Plane::operator String() const {
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return normal.operator String() + ", " + rtos(d);
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@ -69,6 +69,7 @@ public:
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Plane operator-() const { return Plane(-normal, -d); }
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bool is_almost_like(const Plane &p_plane) const;
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bool is_equal_approx(const Plane &p_plane) const;
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_FORCE_INLINE_ bool operator==(const Plane &p_plane) const;
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_FORCE_INLINE_ bool operator!=(const Plane &p_plane) const;
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@ -121,6 +121,11 @@ Quat Quat::operator*(const Quat &q) const {
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return r;
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}
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bool Quat::is_equal_approx(const Quat &p_quat) const {
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return Math::is_equal_approx(x, p_quat.x) && Math::is_equal_approx(y, p_quat.y) && Math::is_equal_approx(z, p_quat.z) && Math::is_equal_approx(w, p_quat.w);
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}
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real_t Quat::length() const {
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return Math::sqrt(length_squared());
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@ -43,6 +43,7 @@ public:
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real_t x, y, z, w;
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_FORCE_INLINE_ real_t length_squared() const;
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bool is_equal_approx(const Quat &p_quat) const;
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real_t length() const;
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void normalize();
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Quat normalized() const;
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@ -30,6 +30,11 @@
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#include "core/math/transform_2d.h" // Includes rect2.h but Rect2 needs Transform2D
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bool Rect2::is_equal_approx(const Rect2 &p_rect) const {
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return position.is_equal_approx(p_rect.position) && size.is_equal_approx(p_rect.size);
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}
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bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos, Point2 *r_normal) const {
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real_t min = 0, max = 1;
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@ -153,6 +153,7 @@ struct Rect2 {
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return true;
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}
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bool is_equal_approx(const Rect2 &p_rect) const;
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bool operator==(const Rect2 &p_rect) const { return position == p_rect.position && size == p_rect.size; }
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bool operator!=(const Rect2 &p_rect) const { return position != p_rect.position || size != p_rect.size; }
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@ -182,6 +182,11 @@ Transform Transform::orthonormalized() const {
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return _copy;
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}
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bool Transform::is_equal_approx(const Transform &p_transform) const {
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return basis.is_equal_approx(p_transform.basis) && origin.is_equal_approx(p_transform.origin);
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}
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bool Transform::operator==(const Transform &p_transform) const {
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return (basis == p_transform.basis && origin == p_transform.origin);
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@ -70,6 +70,7 @@ public:
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void orthonormalize();
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Transform orthonormalized() const;
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bool is_equal_approx(const Transform &p_transform) const;
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bool operator==(const Transform &p_transform) const;
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bool operator!=(const Transform &p_transform) const;
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@ -147,6 +147,7 @@ void Transform2D::orthonormalize() {
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elements[0] = x;
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elements[1] = y;
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}
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Transform2D Transform2D::orthonormalized() const {
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Transform2D on = *this;
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@ -154,6 +155,11 @@ Transform2D Transform2D::orthonormalized() const {
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return on;
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}
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bool Transform2D::is_equal_approx(const Transform2D &p_transform) const {
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return elements[0].is_equal_approx(p_transform.elements[0]) && elements[1].is_equal_approx(p_transform.elements[1]) && elements[2].is_equal_approx(p_transform.elements[2]);
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}
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bool Transform2D::operator==(const Transform2D &p_transform) const {
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for (int i = 0; i < 3; i++) {
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@ -96,6 +96,7 @@ struct Transform2D {
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void orthonormalize();
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Transform2D orthonormalized() const;
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bool is_equal_approx(const Transform2D &p_transform) const;
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bool operator==(const Transform2D &p_transform) const;
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bool operator!=(const Transform2D &p_transform) const;
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@ -203,6 +203,10 @@ Vector2 Vector2::reflect(const Vector2 &p_normal) const {
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return 2.0 * p_normal * this->dot(p_normal) - *this;
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}
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bool Vector2::is_equal_approx(const Vector2 &p_v) const {
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return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y);
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}
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/* Vector2i */
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Vector2i Vector2i::operator+(const Vector2i &p_v) const {
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@ -92,6 +92,8 @@ struct Vector2 {
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Vector2 bounce(const Vector2 &p_normal) const;
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Vector2 reflect(const Vector2 &p_normal) const;
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bool is_equal_approx(const Vector2 &p_v) const;
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Vector2 operator+(const Vector2 &p_v) const;
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void operator+=(const Vector2 &p_v);
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Vector2 operator-(const Vector2 &p_v) const;
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@ -149,6 +149,11 @@ Basis Vector3::to_diagonal_matrix() const {
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0, 0, z);
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}
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bool Vector3::is_equal_approx(const Vector3 &p_v) const {
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return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y) && Math::is_equal_approx(z, p_v.z);
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}
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Vector3::operator String() const {
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return (rtos(x) + ", " + rtos(y) + ", " + rtos(z));
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@ -119,6 +119,8 @@ struct Vector3 {
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_FORCE_INLINE_ Vector3 bounce(const Vector3 &p_normal) const;
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_FORCE_INLINE_ Vector3 reflect(const Vector3 &p_normal) const;
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bool is_equal_approx(const Vector3 &p_v) const;
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/* Operators */
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_FORCE_INLINE_ Vector3 &operator+=(const Vector3 &p_v);
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@ -816,7 +816,7 @@ struct _VariantCall {
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VCALL_PTR0R(Basis, get_orthogonal_index);
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VCALL_PTR0R(Basis, orthonormalized);
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VCALL_PTR2R(Basis, slerp);
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VCALL_PTR2R(Basis, is_equal_approx);
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VCALL_PTR2R(Basis, is_equal_approx); // TODO: Break compatibility in 4.0 to change this to an instance method (a.is_equal_approx(b) as VCALL_PTR1R) for consistency.
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VCALL_PTR0R(Basis, get_rotation_quat);
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VCALL_PTR0R(Transform, inverse);
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@ -458,6 +458,11 @@ namespace Godot
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return _position == other._position && _size == other._size;
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}
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public bool IsEqualApprox(AABB other)
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{
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return _position.IsEqualApprox(other._position) && _size.IsEqualApprox(other._size);
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}
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public override int GetHashCode()
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{
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return _position.GetHashCode() ^ _size.GetHashCode();
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@ -654,6 +654,11 @@ namespace Godot
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return Row0.Equals(other.Row0) && Row1.Equals(other.Row1) && Row2.Equals(other.Row2);
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}
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public bool IsEqualApprox(Basis other)
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{
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return Row0.IsEqualApprox(other.Row0) && Row1.IsEqualApprox(other.Row1) && Row2.IsEqualApprox(other.Row2);
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}
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public override int GetHashCode()
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{
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return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode();
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@ -664,6 +664,11 @@ namespace Godot
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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 bool IsEqualApprox(Color other)
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{
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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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{
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return r.GetHashCode() ^ g.GetHashCode() ^ b.GetHashCode() ^ a.GetHashCode();
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@ -206,6 +206,11 @@ namespace Godot
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return _normal == other._normal && Mathf.IsEqualApprox(D, other.D);
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}
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public bool IsEqualApprox(Plane other)
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{
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return _normal.IsEqualApprox(other._normal) && Mathf.IsEqualApprox(D, other.D);
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}
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public override int GetHashCode()
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{
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return _normal.GetHashCode() ^ D.GetHashCode();
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@ -366,6 +366,11 @@ namespace Godot
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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 bool IsEqualApprox(Quat other)
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{
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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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{
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return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
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@ -231,6 +231,11 @@ namespace Godot
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return _position.Equals(other._position) && _size.Equals(other._size);
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}
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public bool IsEqualApprox(Rect2 other)
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{
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return _position.IsEqualApprox(other._position) && _size.IsEqualApprox(other.Size);
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}
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public override int GetHashCode()
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{
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return _position.GetHashCode() ^ _size.GetHashCode();
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@ -185,6 +185,11 @@ namespace Godot
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return basis.Equals(other.basis) && origin.Equals(other.origin);
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}
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public bool IsEqualApprox(Transform other)
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{
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return basis.IsEqualApprox(other.basis) && origin.IsEqualApprox(other.origin);
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}
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public override int GetHashCode()
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{
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return basis.GetHashCode() ^ origin.GetHashCode();
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@ -357,6 +357,11 @@ namespace Godot
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return x.Equals(other.x) && y.Equals(other.y) && origin.Equals(other.origin);
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}
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public bool IsEqualApprox(Transform2D other)
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{
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return x.IsEqualApprox(other.x) && y.IsEqualApprox(other.y) && origin.IsEqualApprox(other.origin);
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}
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public override int GetHashCode()
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{
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return x.GetHashCode() ^ y.GetHashCode() ^ origin.GetHashCode();
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@ -458,6 +458,11 @@ namespace Godot
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return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y);
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}
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public bool IsEqualApprox(Vector2 other)
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{
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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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{
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return y.GetHashCode() ^ x.GetHashCode();
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@ -516,6 +516,11 @@ namespace Godot
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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 bool IsEqualApprox(Vector3 other)
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{
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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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{
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return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode();
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