diff --git a/core/math/vector2.cpp b/core/math/vector2.cpp
index 924eea0be..e744a3569 100644
--- a/core/math/vector2.cpp
+++ b/core/math/vector2.cpp
@@ -172,6 +172,10 @@ bool Vector2::is_equal_approx(const Vector2 &p_v) const {
return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y);
}
+bool Vector2::is_zero_approx() const {
+ return Math::is_zero_approx(x) && Math::is_zero_approx(y);
+}
+
Vector2::operator String() const {
return "(" + String::num_real(x) + ", " + String::num_real(y) + ")";
}
diff --git a/core/math/vector2.h b/core/math/vector2.h
index cffa971fe..666801dd6 100644
--- a/core/math/vector2.h
+++ b/core/math/vector2.h
@@ -126,6 +126,7 @@ struct _NO_DISCARD_CLASS_ Vector2 {
Vector2 reflect(const Vector2 &p_normal) const;
bool is_equal_approx(const Vector2 &p_v) const;
+ bool is_zero_approx() const;
Vector2 operator+(const Vector2 &p_v) const;
void operator+=(const Vector2 &p_v);
diff --git a/core/math/vector3.cpp b/core/math/vector3.cpp
index b7d639684..3010e52d2 100644
--- a/core/math/vector3.cpp
+++ b/core/math/vector3.cpp
@@ -106,6 +106,10 @@ bool Vector3::is_equal_approx(const Vector3 &p_v) const {
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);
}
+bool Vector3::is_zero_approx() const {
+ return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z);
+}
+
Vector3::operator String() const {
return "(" + String::num_real(x) + ", " + String::num_real(y) + ", " + String::num_real(z) + ")";
}
diff --git a/core/math/vector3.h b/core/math/vector3.h
index e7f64da9b..bc40f23be 100644
--- a/core/math/vector3.h
+++ b/core/math/vector3.h
@@ -137,6 +137,7 @@ struct _NO_DISCARD_CLASS_ Vector3 {
bool is_equal_approx(const Vector3 &p_v) const;
inline bool is_equal_approx(const Vector3 &p_v, real_t p_tolerance) const;
inline bool is_equal_approxt(const Vector3 &p_v, real_t p_tolerance) const;
+ bool is_zero_approx() const;
/* Operators */
diff --git a/core/variant/variant_call.cpp b/core/variant/variant_call.cpp
index e3eab6f3e..ba6a9f04e 100644
--- a/core/variant/variant_call.cpp
+++ b/core/variant/variant_call.cpp
@@ -547,6 +547,7 @@ struct _VariantCall {
VCALL_LOCALMEM1R(Vector2, bounce);
VCALL_LOCALMEM1R(Vector2, reflect);
VCALL_LOCALMEM1R(Vector2, is_equal_approx);
+ VCALL_LOCALMEM0R(Vector2, is_zero_approx);
VCALL_LOCALMEM0R(Vector2, angle);
VCALL_LOCALMEM1(Vector2, set_rotation);
VCALL_LOCALMEM0R(Vector2, abs);
@@ -682,6 +683,7 @@ struct _VariantCall {
VCALL_LOCALMEM1R(Vector3, reflect);
VCALL_LOCALMEM1R(Vector3, is_equal_approx);
VCALL_LOCALMEM2R(Vector3, is_equal_approxt);
+ VCALL_LOCALMEM0R(Vector3, is_zero_approx);
VCALL_LOCALMEM2(Vector3i, set_axis);
VCALL_LOCALMEM1R(Vector3i, get_axis);
@@ -2657,6 +2659,7 @@ void register_variant_methods() {
ADDFUNC1R(VECTOR2, VECTOR2, Vector2, bounce, VECTOR2, "n", varray());
ADDFUNC1R(VECTOR2, VECTOR2, Vector2, reflect, VECTOR2, "n", varray());
ADDFUNC1R(VECTOR2, BOOL, Vector2, is_equal_approx, VECTOR2, "v", varray());
+ ADDFUNC0R(VECTOR2, BOOL, Vector2, is_zero_approx, varray());
ADDFUNC0R(VECTOR2, REAL, Vector2, angle, varray());
ADDFUNC1(VECTOR2, NIL, Vector2, set_rotation, REAL, "radians", varray());
ADDFUNC0R(VECTOR2, VECTOR2, Vector2, abs, varray());
@@ -2781,6 +2784,7 @@ void register_variant_methods() {
ADDFUNC1R(VECTOR3, VECTOR3, Vector3, reflect, VECTOR3, "n", varray());
ADDFUNC1R(VECTOR3, BOOL, Vector3, is_equal_approx, VECTOR3, "v", varray());
ADDFUNC2R(VECTOR3, BOOL, Vector3, is_equal_approxt, VECTOR3, "v", REAL, "tolerance", varray());
+ ADDFUNC0R(VECTOR3, BOOL, Vector3, is_zero_approx, varray());
ADDFUNC2(VECTOR3I, NIL, Vector3i, set_axis, INT, "axis", INT, "value", varray());
ADDFUNC1R(VECTOR3I, INT, Vector3i, get_axis, INT, "axis", varray());
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index f9c44807c..b24f551ce 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -159,6 +159,13 @@
Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise.
+
+
+
+ Returns [code]true[/code] if this vector's values are approximately zero, by running [method @GDScript.is_zero_approx] on each component.
+ This method is faster than using [method is_equal_approx] with one value as a zero vector.
+
+
diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml
index c6b7e6f7b..10b92a6e8 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -160,6 +160,13 @@
Returns [code]true[/code] if the vector is normalized, [code]false[/code] otherwise.
+
+
+
+ Returns [code]true[/code] if this vector's values are approximately zero, by running [method @GDScript.is_zero_approx] on each component.
+ This method is faster than using [method is_equal_approx] with one value as a zero vector.
+
+
diff --git a/scene/resources/style_box.cpp b/scene/resources/style_box.cpp
index 05c5b1465..4d5b333d4 100644
--- a/scene/resources/style_box.cpp
+++ b/scene/resources/style_box.cpp
@@ -685,7 +685,7 @@ void StyleBoxFlat::draw(RID p_canvas_item, const Rect2 &p_rect) const {
const bool rounded_corners = (corner_radius[0] > 0) || (corner_radius[1] > 0) || (corner_radius[2] > 0) || (corner_radius[3] > 0);
// Only enable antialiasing if it is actually needed. This improve performances
// and maximizes sharpness for non-skewed StyleBoxes with sharp corners.
- const bool aa_on = (rounded_corners || !skew.is_equal_approx(Vector2())) && anti_aliased;
+ const bool aa_on = (rounded_corners || !skew.is_zero_approx()) && anti_aliased;
const bool blend_on = blend_border && draw_border;