Use is_equal_approx in more places

This commit is contained in:
Aaron Franke 2021-07-16 13:19:55 -04:00
parent e248d2629a
commit 78b0a7da03
No known key found for this signature in database
GPG key ID: 40A1750B977E56BF
12 changed files with 26 additions and 28 deletions

View file

@ -562,7 +562,7 @@ bool EditorNode3DGizmo::intersect_ray(Camera3D *p_camera, const Point2 &p_point,
if (selectable_icon_size > 0.0f) {
Transform3D t = spatial_node->get_global_transform();
Vector3 camera_position = p_camera->get_camera_transform().origin;
if (camera_position.distance_squared_to(t.origin) > 0.01) {
if (!camera_position.is_equal_approx(t.origin)) {
t.set_look_at(t.origin, camera_position);
}
@ -578,7 +578,7 @@ bool EditorNode3DGizmo::intersect_ray(Camera3D *p_camera, const Point2 &p_point,
Transform3D orig_camera_transform = p_camera->get_camera_transform();
if (orig_camera_transform.origin.distance_squared_to(t.origin) > 0.01 &&
if (!orig_camera_transform.origin.is_equal_approx(t.origin) &&
ABS(orig_camera_transform.basis.get_axis(Vector3::AXIS_Z).dot(Vector3(0, 1, 0))) < 0.99) {
p_camera->look_at(t.origin);
}

View file

@ -3338,7 +3338,7 @@ void Node3DEditorViewport::update_transform_gizmo_view() {
Transform3D camera_xform = camera->get_transform();
if (xform.origin.distance_squared_to(camera_xform.origin) < 0.01) {
if (xform.origin.is_equal_approx(camera_xform.origin)) {
for (int i = 0; i < 3; i++) {
RenderingServer::get_singleton()->instance_set_visible(move_gizmo_instance[i], false);
RenderingServer::get_singleton()->instance_set_visible(move_plane_gizmo_instance[i], false);

View file

@ -481,7 +481,7 @@ void Path2DEditor::_mode_selected(int p_mode) {
Vector2 begin = node->get_curve()->get_point_position(0);
Vector2 end = node->get_curve()->get_point_position(node->get_curve()->get_point_count() - 1);
if (begin.distance_to(end) < CMP_EPSILON) {
if (begin.is_equal_approx(end)) {
return;
}

View file

@ -42,7 +42,7 @@ inline static bool is_snapable(const Vector3 &p_point1, const Vector3 &p_point2,
inline static Vector2 interpolate_segment_uv(const Vector2 p_segement_points[2], const Vector2 p_uvs[2], const Vector2 &p_interpolation_point) {
float segment_length = (p_segement_points[1] - p_segement_points[0]).length();
if (segment_length < CMP_EPSILON) {
if (p_segement_points[0].is_equal_approx(p_segement_points[1])) {
return p_uvs[0];
}
@ -53,13 +53,13 @@ inline static Vector2 interpolate_segment_uv(const Vector2 p_segement_points[2],
}
inline static Vector2 interpolate_triangle_uv(const Vector2 p_vertices[3], const Vector2 p_uvs[3], const Vector2 &p_interpolation_point) {
if (p_interpolation_point.distance_squared_to(p_vertices[0]) < CMP_EPSILON2) {
if (p_interpolation_point.is_equal_approx(p_vertices[0])) {
return p_uvs[0];
}
if (p_interpolation_point.distance_squared_to(p_vertices[1]) < CMP_EPSILON2) {
if (p_interpolation_point.is_equal_approx(p_vertices[1])) {
return p_uvs[1];
}
if (p_interpolation_point.distance_squared_to(p_vertices[2]) < CMP_EPSILON2) {
if (p_interpolation_point.is_equal_approx(p_vertices[2])) {
return p_uvs[2];
}
@ -589,7 +589,7 @@ bool CSGBrushOperation::MeshMerge::_bvh_inside(FaceBVH *facebvhptr, int p_max_de
Vector3 intersection_point;
// Check if faces are co-planar.
if ((current_normal - face_normal).length_squared() < CMP_EPSILON2 &&
if (current_normal.is_equal_approx(face_normal) &&
is_point_in_triangle(face_center, current_points)) {
// Only add an intersection if not a B face.
if (!face.from_b) {

View file

@ -778,7 +778,7 @@ CSGBrush *CSGMesh3D::_build_brush() {
}
}
bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
bool flat = normal[0].is_equal_approx(normal[1]) && normal[0].is_equal_approx(normal[2]);
vw[as + j + 0] = vertex[0];
vw[as + j + 1] = vertex[1];
@ -820,7 +820,7 @@ CSGBrush *CSGMesh3D::_build_brush() {
}
}
bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
bool flat = normal[0].is_equal_approx(normal[1]) && normal[0].is_equal_approx(normal[2]);
vw[as + j + 0] = vertex[0];
vw[as + j + 1] = vertex[1];

View file

@ -525,7 +525,7 @@ void FBXMeshData::reorganize_vertices(
}
const Vector3 vert_poly_normal = *nrml_arr->getptr(*pid);
if ((this_vert_poly_normal - vert_poly_normal).length_squared() > CMP_EPSILON) {
if (!vert_poly_normal.is_equal_approx(this_vert_poly_normal)) {
// Yes this polygon need duplication.
need_duplication = true;
break;
@ -586,7 +586,7 @@ void FBXMeshData::reorganize_vertices(
continue;
}
const Vector2 vert_poly_uv = *uvs->getptr(*pid);
if (((*this_vert_poly_uv) - vert_poly_uv).length_squared() > CMP_EPSILON) {
if (!vert_poly_uv.is_equal_approx(*this_vert_poly_uv)) {
// Yes this polygon need duplication.
need_duplication = true;
break;

View file

@ -734,7 +734,7 @@ void NavMap::dispatch_callbacks() {
void NavMap::clip_path(const std::vector<gd::NavigationPoly> &p_navigation_polys, Vector<Vector3> &path, const gd::NavigationPoly *from_poly, const Vector3 &p_to_point, const gd::NavigationPoly *p_to_poly) const {
Vector3 from = path[path.size() - 1];
if (from.distance_to(p_to_point) < CMP_EPSILON) {
if (from.is_equal_approx(p_to_point)) {
return;
}
Plane cut_plane;
@ -752,10 +752,10 @@ void NavMap::clip_path(const std::vector<gd::NavigationPoly> &p_navigation_polys
ERR_FAIL_COND(from_poly->back_navigation_poly_id == -1);
from_poly = &p_navigation_polys[from_poly->back_navigation_poly_id];
if (pathway_start.distance_to(pathway_end) > CMP_EPSILON) {
if (!pathway_start.is_equal_approx(pathway_end)) {
Vector3 inters;
if (cut_plane.intersects_segment(pathway_start, pathway_end, &inters)) {
if (inters.distance_to(p_to_point) > CMP_EPSILON && inters.distance_to(path[path.size() - 1]) > CMP_EPSILON) {
if (!inters.is_equal_approx(p_to_point) && !inters.is_equal_approx(path[path.size() - 1])) {
path.push_back(inters);
}
}

View file

@ -599,7 +599,7 @@ void LightmapGI::_gen_new_positions_from_octree(const GenProbesOctree *p_cell, f
const Vector3 *pp = probe_positions.ptr();
bool exists = false;
for (int j = 0; j < ppcount; j++) {
if (pp[j].distance_to(real_pos) < CMP_EPSILON) {
if (pp[j].is_equal_approx(real_pos)) {
exists = true;
break;
}

View file

@ -36,17 +36,17 @@
#include <stdlib.h>
static _FORCE_INLINE_ void get_uv_and_normal(const Vector3 &p_pos, const Vector3 *p_vtx, const Vector2 *p_uv, const Vector3 *p_normal, Vector2 &r_uv, Vector3 &r_normal) {
if (p_pos.distance_squared_to(p_vtx[0]) < CMP_EPSILON2) {
if (p_pos.is_equal_approx(p_vtx[0])) {
r_uv = p_uv[0];
r_normal = p_normal[0];
return;
}
if (p_pos.distance_squared_to(p_vtx[1]) < CMP_EPSILON2) {
if (p_pos.is_equal_approx(p_vtx[1])) {
r_uv = p_uv[1];
r_normal = p_normal[1];
return;
}
if (p_pos.distance_squared_to(p_vtx[2]) < CMP_EPSILON2) {
if (p_pos.is_equal_approx(p_vtx[2])) {
r_uv = p_uv[2];
r_normal = p_normal[2];
return;

View file

@ -387,19 +387,19 @@ Vector2 AnimationNodeBlendSpace2D::get_closest_point(const Vector2 &p_point) {
}
void AnimationNodeBlendSpace2D::_blend_triangle(const Vector2 &p_pos, const Vector2 *p_points, float *r_weights) {
if (p_pos.distance_squared_to(p_points[0]) < CMP_EPSILON2) {
if (p_pos.is_equal_approx(p_points[0])) {
r_weights[0] = 1;
r_weights[1] = 0;
r_weights[2] = 0;
return;
}
if (p_pos.distance_squared_to(p_points[1]) < CMP_EPSILON2) {
if (p_pos.is_equal_approx(p_points[1])) {
r_weights[0] = 0;
r_weights[1] = 1;
r_weights[2] = 0;
return;
}
if (p_pos.distance_squared_to(p_points[2]) < CMP_EPSILON2) {
if (p_pos.is_equal_approx(p_points[2])) {
r_weights[0] = 0;
r_weights[1] = 0;
r_weights[2] = 1;

View file

@ -629,9 +629,7 @@ public:
_FORCE_INLINE_ bool test_axis(const Vector3 &p_axis, bool p_directional = false) {
Vector3 axis = p_axis;
if (Math::abs(axis.x) < CMP_EPSILON &&
Math::abs(axis.y) < CMP_EPSILON &&
Math::abs(axis.z) < CMP_EPSILON) {
if (axis.is_equal_approx(Vector3())) {
// strange case, try an upwards separator
axis = Vector3(0.0, 1.0, 0.0);
}

View file

@ -1783,7 +1783,7 @@ bool HeightMapShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3
int z = floor(local_begin.z);
// Workaround cases where the ray starts at an integer position.
if (Math::abs(cross_x) < CMP_EPSILON) {
if (Math::is_zero_approx(cross_x)) {
cross_x += delta_x;
// If going backwards, we should ignore the position we would get by the above flooring,
// because the ray is not heading in that direction.
@ -1792,7 +1792,7 @@ bool HeightMapShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3
}
}
if (Math::abs(cross_z) < CMP_EPSILON) {
if (Math::is_zero_approx(cross_z)) {
cross_z += delta_z;
if (z_step == -1) {
z -= 1;