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author | Rémi Verschelde <rverschelde@gmail.com> | 2017-04-24 11:16:20 +0200 |
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committer | GitHub <noreply@github.com> | 2017-04-24 11:16:20 +0200 |
commit | 5ae1e172da08a63b14635f5d06e32385901525e2 (patch) | |
tree | 9a9bd7f4dd90eada323f504b551e7630802fa494 /core/math/math_funcs.h | |
parent | 90ef1fd03d43d51f09b730dee107c0e407cf0703 (diff) | |
parent | 9a37ff1e34fe445a9168a7d91ae1df7d9928eb25 (diff) | |
download | redot-engine-5ae1e172da08a63b14635f5d06e32385901525e2.tar.gz |
Merge pull request #8277 from tagcup/math_checks
Added various functions basic math classes. Also enabled math checks …
Diffstat (limited to 'core/math/math_funcs.h')
-rw-r--r-- | core/math/math_funcs.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h index d71d9bd792..5bfbc1005f 100644 --- a/core/math/math_funcs.h +++ b/core/math/math_funcs.h @@ -168,7 +168,7 @@ public: static float random(float from, float to); static real_t random(int from, int to) { return (real_t)random((real_t)from, (real_t)to); } - static _ALWAYS_INLINE_ bool isequal_approx(real_t a, real_t b) { + static _ALWAYS_INLINE_ bool is_equal_approx(real_t a, real_t b) { // 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. |