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Add is_zero_approx methods to Vector{2,3}
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@ -172,6 +172,10 @@ 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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bool Vector2::is_zero_approx() const {
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return Math::is_zero_approx(x) && Math::is_zero_approx(y);
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}
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Vector2::operator String() const {
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return "(" + String::num_real(x) + ", " + String::num_real(y) + ")";
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}
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@ -126,6 +126,7 @@ struct _NO_DISCARD_CLASS_ Vector2 {
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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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bool is_zero_approx() 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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@ -106,6 +106,10 @@ 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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bool Vector3::is_zero_approx() const {
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return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z);
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}
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Vector3::operator String() const {
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return "(" + String::num_real(x) + ", " + String::num_real(y) + ", " + String::num_real(z) + ")";
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}
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@ -137,6 +137,7 @@ struct _NO_DISCARD_CLASS_ Vector3 {
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bool is_equal_approx(const Vector3 &p_v) const;
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inline bool is_equal_approx(const Vector3 &p_v, real_t p_tolerance) const;
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inline bool is_equal_approxt(const Vector3 &p_v, real_t p_tolerance) const;
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bool is_zero_approx() const;
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/* Operators */
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@ -547,6 +547,7 @@ struct _VariantCall {
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VCALL_LOCALMEM1R(Vector2, bounce);
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VCALL_LOCALMEM1R(Vector2, reflect);
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VCALL_LOCALMEM1R(Vector2, is_equal_approx);
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VCALL_LOCALMEM0R(Vector2, is_zero_approx);
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VCALL_LOCALMEM0R(Vector2, angle);
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VCALL_LOCALMEM1(Vector2, set_rotation);
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VCALL_LOCALMEM0R(Vector2, abs);
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@ -682,6 +683,7 @@ struct _VariantCall {
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VCALL_LOCALMEM1R(Vector3, reflect);
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VCALL_LOCALMEM1R(Vector3, is_equal_approx);
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VCALL_LOCALMEM2R(Vector3, is_equal_approxt);
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VCALL_LOCALMEM0R(Vector3, is_zero_approx);
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VCALL_LOCALMEM2(Vector3i, set_axis);
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VCALL_LOCALMEM1R(Vector3i, get_axis);
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@ -2657,6 +2659,7 @@ void register_variant_methods() {
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, bounce, VECTOR2, "n", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, reflect, VECTOR2, "n", varray());
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ADDFUNC1R(VECTOR2, BOOL, Vector2, is_equal_approx, VECTOR2, "v", varray());
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ADDFUNC0R(VECTOR2, BOOL, Vector2, is_zero_approx, varray());
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ADDFUNC0R(VECTOR2, REAL, Vector2, angle, varray());
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ADDFUNC1(VECTOR2, NIL, Vector2, set_rotation, REAL, "radians", varray());
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ADDFUNC0R(VECTOR2, VECTOR2, Vector2, abs, varray());
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@ -2781,6 +2784,7 @@ void register_variant_methods() {
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ADDFUNC1R(VECTOR3, VECTOR3, Vector3, reflect, VECTOR3, "n", varray());
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ADDFUNC1R(VECTOR3, BOOL, Vector3, is_equal_approx, VECTOR3, "v", varray());
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ADDFUNC2R(VECTOR3, BOOL, Vector3, is_equal_approxt, VECTOR3, "v", REAL, "tolerance", varray());
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ADDFUNC0R(VECTOR3, BOOL, Vector3, is_zero_approx, varray());
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ADDFUNC2(VECTOR3I, NIL, Vector3i, set_axis, INT, "axis", INT, "value", varray());
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ADDFUNC1R(VECTOR3I, INT, Vector3i, get_axis, INT, "axis", varray());
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@ -159,6 +159,13 @@
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Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise.
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</description>
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</method>
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<method name="is_zero_approx">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if this vector's values are approximately zero, by running [method @GDScript.is_zero_approx] on each component.
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This method is faster than using [method is_equal_approx] with one value as a zero vector.
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</description>
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</method>
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<method name="length">
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<return type="float" />
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<description>
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@ -160,6 +160,13 @@
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Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise.
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</description>
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</method>
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<method name="is_zero_approx">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if this vector's values are approximately zero, by running [method @GDScript.is_zero_approx] on each component.
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This method is faster than using [method is_equal_approx] with one value as a zero vector.
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</description>
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</method>
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<method name="length">
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<return type="float" />
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<description>
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@ -685,7 +685,7 @@ void StyleBoxFlat::draw(RID p_canvas_item, const Rect2 &p_rect) const {
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const bool rounded_corners = (corner_radius[0] > 0) || (corner_radius[1] > 0) || (corner_radius[2] > 0) || (corner_radius[3] > 0);
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// Only enable antialiasing if it is actually needed. This improve performances
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// and maximizes sharpness for non-skewed StyleBoxes with sharp corners.
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const bool aa_on = (rounded_corners || !skew.is_equal_approx(Vector2())) && anti_aliased;
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const bool aa_on = (rounded_corners || !skew.is_zero_approx()) && anti_aliased;
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const bool blend_on = blend_border && draw_border;
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