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authorRémi Verschelde <rverschelde@gmail.com>2019-04-29 10:16:46 +0200
committerGitHub <noreply@github.com>2019-04-29 10:16:46 +0200
commit18e88c85631adb0b83114687f8c20d9b210a88bf (patch)
tree28d1817600fb497215008d08045ed4e20a8cba95 /core/math/math_funcs.h
parent90cc1d3c1d2e77ca72c5949b21a5c40738abcd81 (diff)
parentb659e1eb2b732ebc836614735438ca0bcdc8a32d (diff)
downloadredot-engine-18e88c85631adb0b83114687f8c20d9b210a88bf.tar.gz
Merge pull request #18992 from aaronfranke/mono-equal-approx
[Core] [Mono] Improve and use approximate equality methods
Diffstat (limited to 'core/math/math_funcs.h')
-rw-r--r--core/math/math_funcs.h19
1 files changed, 13 insertions, 6 deletions
diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h
index 0d209402dd..a75f2fb4ab 100644
--- a/core/math/math_funcs.h
+++ b/core/math/math_funcs.h
@@ -272,13 +272,20 @@ public:
return diff < epsilon;
}
- static _ALWAYS_INLINE_ bool is_equal_approx(real_t a, real_t b, real_t epsilon = CMP_EPSILON) {
- // TODO: Comparing floats for approximate-equality is non-trivial.
- // Using epsilon should cover the typical cases in Godot (where a == b is used to compare two reals), such as matrix and vector comparison operators.
- // A proper implementation in terms of ULPs should eventually replace the contents of this function.
- // See https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/ for details.
+ static _ALWAYS_INLINE_ bool is_equal_approx(real_t a, real_t b) {
+ real_t tolerance = CMP_EPSILON * abs(a);
+ if (tolerance < CMP_EPSILON) {
+ tolerance = CMP_EPSILON;
+ }
+ return abs(a - b) < tolerance;
+ }
+
+ static _ALWAYS_INLINE_ bool is_equal_approx(real_t a, real_t b, real_t tolerance) {
+ return abs(a - b) < tolerance;
+ }
- return abs(a - b) < epsilon;
+ static _ALWAYS_INLINE_ bool is_zero_approx(real_t s) {
+ return abs(s) < CMP_EPSILON;
}
static _ALWAYS_INLINE_ float absf(float g) {