Optimize Math.NearEqual
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@@ -586,8 +586,7 @@ namespace FlaxEngine
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/// <param name="maxSpeed">The maximum speed.</param>
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/// <param name="deltaTime">The delta time (in seconds) since last update.</param>
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/// <returns>The smoothed value.</returns>
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public static float SmoothDamp(float current, float target, ref float currentVelocity, float smoothTime, [DefaultValue("float.PositiveInfinity")]
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float maxSpeed, [DefaultValue("Time.DeltaTime")] float deltaTime)
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public static float SmoothDamp(float current, float target, ref float currentVelocity, float smoothTime, [DefaultValue("float.PositiveInfinity")] float maxSpeed, [DefaultValue("Time.DeltaTime")] float deltaTime)
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{
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smoothTime = Max(0.0001f, smoothTime);
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float a = 2f / smoothTime;
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@@ -646,8 +645,7 @@ namespace FlaxEngine
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/// <param name="maxSpeed">The maximum speed.</param>
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/// <param name="deltaTime">The delta time (in seconds) since last update.</param>
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/// <returns>The smoothed value.</returns>
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public static float SmoothDampAngle(float current, float target, ref float currentVelocity, float smoothTime, [DefaultValue("float.PositiveInfinity")]
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float maxSpeed, [DefaultValue("Time.DeltaTime")] float deltaTime)
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public static float SmoothDampAngle(float current, float target, ref float currentVelocity, float smoothTime, [DefaultValue("float.PositiveInfinity")] float maxSpeed, [DefaultValue("Time.DeltaTime")] float deltaTime)
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{
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target = current + DeltaAngle(current, target);
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return SmoothDamp(current, target, ref currentVelocity, smoothTime, maxSpeed, deltaTime);
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@@ -905,26 +903,16 @@ namespace FlaxEngine
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}
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/// <summary>
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/// Checks if a and b are almost equals, taking into account the magnitude of floating point numbers (unlike
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/// <see cref="WithinEpsilon" /> method). See Remarks.
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/// See remarks.
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/// Checks if a and b are almost equals, taking into account the magnitude of floating point numbers (unlike <see cref="WithinEpsilon" /> method).
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/// </summary>
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/// <param name="a">The left value to compare.</param>
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/// <param name="b">The right value to compare.</param>
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/// <returns><c>true</c> if a almost equal to b, <c>false</c> otherwise</returns>
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/// <remarks>
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/// The code is using the technique described by Bruce Dawson in
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/// <a href="http://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/">
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/// Comparing
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/// Floating point numbers 2012 edition
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/// </a>
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/// .
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/// </remarks>
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/// <remarks>The code is using the technique described by Bruce Dawson in <a href="http://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/">Comparing Floating point numbers 2012 edition</a>.</remarks>
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public static unsafe bool NearEqual(float a, float b)
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{
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// Check if the numbers are really close -- needed
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// when comparing numbers near zero.
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if (IsZero(a - b))
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// Check if the numbers are really close -- needed when comparing numbers near zero.
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if (Math.Abs(a - b) < Epsilon)
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return true;
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// Original from Bruce Dawson: http://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/
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@@ -973,7 +961,7 @@ namespace FlaxEngine
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/// <returns><c>true</c> if the specified value is close to one (1.0f); otherwise, <c>false</c>.</returns>
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public static bool IsOne(float a)
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{
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return IsZero(a - 1.0f);
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return Math.Abs(a - 1.0f) < Epsilon;
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}
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/// <summary>
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