diff --git a/core/math/vector2.cpp b/core/math/vector2.cpp index 953a207df68..70ace95d253 100644 --- a/core/math/vector2.cpp +++ b/core/math/vector2.cpp @@ -199,6 +199,10 @@ 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); +} + /* Vector2i */ Vector2i Vector2i::operator+(const Vector2i &p_v) const { diff --git a/core/math/vector2.h b/core/math/vector2.h index 10765d0a6bf..a250615d1c2 100644 --- a/core/math/vector2.h +++ b/core/math/vector2.h @@ -115,6 +115,7 @@ 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 4c4841a32cd..d4610402b1f 100644 --- a/core/math/vector3.cpp +++ b/core/math/vector3.cpp @@ -151,6 +151,10 @@ 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 (rtos(x) + ", " + rtos(y) + ", " + rtos(z)); } diff --git a/core/math/vector3.h b/core/math/vector3.h index 9fd74391bd5..59d52e839ed 100644 --- a/core/math/vector3.h +++ b/core/math/vector3.h @@ -133,6 +133,7 @@ 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; + bool is_zero_approx() const; /* Operators */ diff --git a/core/variant_call.cpp b/core/variant_call.cpp index b63f335a07b..83b3fd7ad71 100644 --- a/core/variant_call.cpp +++ b/core/variant_call.cpp @@ -385,6 +385,7 @@ struct _VariantCall { VCALL_LOCALMEM0R(Vector2, normalized); VCALL_LOCALMEM0R(Vector2, is_normalized); VCALL_LOCALMEM1R(Vector2, is_equal_approx); + VCALL_LOCALMEM0R(Vector2, is_zero_approx); VCALL_LOCALMEM1R(Vector2, posmod); VCALL_LOCALMEM1R(Vector2, posmodv); VCALL_LOCALMEM1R(Vector2, project); @@ -437,6 +438,7 @@ struct _VariantCall { VCALL_LOCALMEM0R(Vector3, normalized); VCALL_LOCALMEM0R(Vector3, is_normalized); VCALL_LOCALMEM1R(Vector3, is_equal_approx); + VCALL_LOCALMEM0R(Vector3, is_zero_approx); VCALL_LOCALMEM0R(Vector3, inverse); VCALL_LOCALMEM1R(Vector3, snapped); VCALL_LOCALMEM2R(Vector3, rotated); @@ -1800,6 +1802,7 @@ void register_variant_methods() { ADDFUNC0R(VECTOR2, VECTOR2, Vector2, normalized, varray()); ADDFUNC0R(VECTOR2, BOOL, Vector2, is_normalized, varray()); ADDFUNC1R(VECTOR2, BOOL, Vector2, is_equal_approx, VECTOR2, "v", varray()); + ADDFUNC0R(VECTOR2, BOOL, Vector2, is_zero_approx, varray()); ADDFUNC1R(VECTOR2, VECTOR2, Vector2, posmod, REAL, "mod", varray()); ADDFUNC1R(VECTOR2, VECTOR2, Vector2, posmodv, VECTOR2, "modv", varray()); ADDFUNC1R(VECTOR2, VECTOR2, Vector2, project, VECTOR2, "b", varray()); @@ -1851,6 +1854,7 @@ void register_variant_methods() { ADDFUNC0R(VECTOR3, VECTOR3, Vector3, normalized, varray()); ADDFUNC0R(VECTOR3, BOOL, Vector3, is_normalized, varray()); ADDFUNC1R(VECTOR3, BOOL, Vector3, is_equal_approx, VECTOR3, "v", varray()); + ADDFUNC0R(VECTOR3, BOOL, Vector3, is_zero_approx, varray()); ADDFUNC0R(VECTOR3, VECTOR3, Vector3, inverse, varray()); ADDFUNC1R(VECTOR3, VECTOR3, Vector3, snapped, VECTOR3, "by", varray()); ADDFUNC2R(VECTOR3, VECTOR3, Vector3, rotated, VECTOR3, "axis", REAL, "angle", varray()); diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index 83c8ef05579..e23d65c25b0 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -152,6 +152,13 @@ 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 4c6d26520f9..dc041d89bfa 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -125,6 +125,13 @@ 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/editor/plugins/skeleton_editor_plugin.cpp b/editor/plugins/skeleton_editor_plugin.cpp index 16d38436121..effe0dc3eb9 100644 --- a/editor/plugins/skeleton_editor_plugin.cpp +++ b/editor/plugins/skeleton_editor_plugin.cpp @@ -113,7 +113,7 @@ PhysicalBone *SkeletonEditor::create_physical_bone(int bone_id, int bone_child_i bone_shape->set_transform(capsule_transform); Vector3 up = Vector3(0, 1, 0); - if (up.cross(child_rest.origin).is_equal_approx(Vector3())) { + if (up.cross(child_rest.origin).is_zero_approx()) { up = Vector3(0, 0, 1); } diff --git a/modules/fbx/data/fbx_material.cpp b/modules/fbx/data/fbx_material.cpp index 27b79826c49..8380a98cbb8 100644 --- a/modules/fbx/data/fbx_material.cpp +++ b/modules/fbx/data/fbx_material.cpp @@ -434,7 +434,7 @@ Ref FBXMaterial::import_material(ImportState &state) { print_verbose("Emissive real value: " + rtos(real_value->Value())); spatial_material->set_emission_energy(real_value->Value()); material_info.features.push_back(Material3D::Feature::FEATURE_EMISSION); - } else if (vector_value && !vector_value->Value().is_equal_approx(Vector3(0, 0, 0))) { + } else if (vector_value && !vector_value->Value().is_zero_approx()) { const Vector3 &color = vector_value->Value(); Color c; c[0] = color[0]; @@ -445,7 +445,7 @@ Ref FBXMaterial::import_material(ImportState &state) { } } break; case PROPERTY_DESC_EMISSIVE_COLOR: { - if (vector_value && !vector_value->Value().is_equal_approx(Vector3(0, 0, 0))) { + if (vector_value && !vector_value->Value().is_zero_approx()) { const Vector3 &color = vector_value->Value(); Color c; c[0] = color[0]; diff --git a/modules/fbx/data/pivot_transform.cpp b/modules/fbx/data/pivot_transform.cpp index cbf96b08040..e83c9e6f515 100644 --- a/modules/fbx/data/pivot_transform.cpp +++ b/modules/fbx/data/pivot_transform.cpp @@ -225,7 +225,7 @@ void PivotTransform::ComputePivotTransform() { Sp.set_origin(scaling_pivot); // Scaling node - if (!scaling.is_equal_approx(Vector3())) { + if (!scaling.is_zero_approx()) { S.scale(scaling); } else { S.scale(Vector3(1, 1, 1)); diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp index 6ddc8f48cdf..4f2d0db3595 100644 --- a/modules/gltf/gltf_document.cpp +++ b/modules/gltf/gltf_document.cpp @@ -440,7 +440,7 @@ Error GLTFDocument::_serialize_nodes(Ref p_state) { node["scale"] = _vec3_to_arr(gltf_node->scale); } - if (!gltf_node->translation.is_equal_approx(Vector3())) { + if (!gltf_node->translation.is_zero_approx()) { node["translation"] = _vec3_to_arr(gltf_node->translation); } if (gltf_node->children.size()) { diff --git a/scene/resources/style_box.cpp b/scene/resources/style_box.cpp index c8ad8158a41..d4e0eecb886 100644 --- a/scene/resources/style_box.cpp +++ b/scene/resources/style_box.cpp @@ -684,7 +684,7 @@ 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;