diff --git a/Source/Engine/Core/Math/Double2.cs b/Source/Engine/Core/Math/Double2.cs
index 825582ceb..20a8094f6 100644
--- a/Source/Engine/Core/Math/Double2.cs
+++ b/Source/Engine/Core/Math/Double2.cs
@@ -268,7 +268,7 @@ namespace FlaxEngine
public void Normalize()
{
double length = Length;
- if (!Mathd.IsZero(length))
+ if (length >= Mathd.Epsilon)
{
double inv = 1.0 / length;
X *= inv;
diff --git a/Source/Engine/Core/Math/Double3.cs b/Source/Engine/Core/Math/Double3.cs
index d38320254..85360f0ff 100644
--- a/Source/Engine/Core/Math/Double3.cs
+++ b/Source/Engine/Core/Math/Double3.cs
@@ -345,7 +345,7 @@ namespace FlaxEngine
public void Normalize()
{
double length = Length;
- if (!Mathd.IsZero(length))
+ if (length >= Mathd.Epsilon)
{
double inv = 1.0 / length;
X *= inv;
diff --git a/Source/Engine/Core/Math/Double4.cs b/Source/Engine/Core/Math/Double4.cs
index 774b3b5ed..bf69f2c72 100644
--- a/Source/Engine/Core/Math/Double4.cs
+++ b/Source/Engine/Core/Math/Double4.cs
@@ -322,7 +322,7 @@ namespace FlaxEngine
public void Normalize()
{
double length = Length;
- if (!Mathd.IsZero(length))
+ if (length >= Mathd.Epsilon)
{
double inverse = 1.0 / length;
X *= inverse;
diff --git a/Source/Engine/Core/Math/Float2.cs b/Source/Engine/Core/Math/Float2.cs
index 15f412d6e..a53fddd34 100644
--- a/Source/Engine/Core/Math/Float2.cs
+++ b/Source/Engine/Core/Math/Float2.cs
@@ -286,7 +286,7 @@ namespace FlaxEngine
public void Normalize()
{
float length = Length;
- if (!Mathf.IsZero(length))
+ if (length >= Mathf.Epsilon)
{
float inv = 1.0f / length;
X *= inv;
diff --git a/Source/Engine/Core/Math/Float3.cs b/Source/Engine/Core/Math/Float3.cs
index e0ef9b1da..9ea922c2b 100644
--- a/Source/Engine/Core/Math/Float3.cs
+++ b/Source/Engine/Core/Math/Float3.cs
@@ -339,7 +339,7 @@ namespace FlaxEngine
public void Normalize()
{
float length = Length;
- if (!Mathf.IsZero(length))
+ if (length >= Mathf.Epsilon)
{
float inv = 1.0f / length;
X *= inv;
diff --git a/Source/Engine/Core/Math/Float4.cs b/Source/Engine/Core/Math/Float4.cs
index 1504a9e03..eb10e5db4 100644
--- a/Source/Engine/Core/Math/Float4.cs
+++ b/Source/Engine/Core/Math/Float4.cs
@@ -304,7 +304,7 @@ namespace FlaxEngine
public void Normalize()
{
float length = Length;
- if (!Mathf.IsZero(length))
+ if (length >= Mathf.Epsilon)
{
float inverse = 1.0f / length;
X *= inverse;
diff --git a/Source/Engine/Core/Math/Plane.cs b/Source/Engine/Core/Math/Plane.cs
index 66d6a7376..1da997cab 100644
--- a/Source/Engine/Core/Math/Plane.cs
+++ b/Source/Engine/Core/Math/Plane.cs
@@ -2,8 +2,10 @@
#if USE_LARGE_WORLDS
using Real = System.Double;
+using Mathr = FlaxEngine.Mathd;
#else
using Real = System.Single;
+using Mathr = FlaxEngine.Mathf;
#endif
// -----------------------------------------------------------------------------
@@ -175,7 +177,7 @@ namespace FlaxEngine
public void Normalize()
{
Real length = Normal.Length;
- if (!Mathf.IsZero(length))
+ if (length >= Mathr.Epsilon)
{
Real rcp = 1.0f / length;
Normal.X *= rcp;
diff --git a/Source/Engine/Core/Math/Quaternion.cs b/Source/Engine/Core/Math/Quaternion.cs
index 30cc39208..5fccd5941 100644
--- a/Source/Engine/Core/Math/Quaternion.cs
+++ b/Source/Engine/Core/Math/Quaternion.cs
@@ -336,7 +336,7 @@ namespace FlaxEngine
public void Normalize()
{
float length = Length;
- if (!Mathf.IsZero(length))
+ if (length >= Mathf.Epsilon)
{
float inverse = 1.0f / length;
X *= inverse;
diff --git a/Source/Engine/Core/Math/Vector2.cs b/Source/Engine/Core/Math/Vector2.cs
index cd1849383..ea84628b2 100644
--- a/Source/Engine/Core/Math/Vector2.cs
+++ b/Source/Engine/Core/Math/Vector2.cs
@@ -2,8 +2,10 @@
#if USE_LARGE_WORLDS
using Real = System.Double;
+using Mathr = FlaxEngine.Mathd;
#else
using Real = System.Single;
+using Mathr = FlaxEngine.Mathf;
#endif
// -----------------------------------------------------------------------------
@@ -203,22 +205,22 @@ namespace FlaxEngine
///
/// Gets a value indicting whether this instance is normalized.
///
- public bool IsNormalized => Mathf.IsOne(X * X + Y * Y);
+ public bool IsNormalized => Mathr.IsOne(X * X + Y * Y);
///
/// Gets a value indicting whether this vector is zero
///
- public bool IsZero => Mathf.IsZero(X) && Mathf.IsZero(Y);
+ public bool IsZero => Mathr.IsZero(X) && Mathr.IsZero(Y);
///
/// Gets a minimum component value
///
- public Real MinValue => Mathf.Min(X, Y);
+ public Real MinValue => Mathr.Min(X, Y);
///
/// Gets a maximum component value
///
- public Real MaxValue => Mathf.Max(X, Y);
+ public Real MaxValue => Mathr.Max(X, Y);
///
/// Gets an arithmetic average value of all vector components.
@@ -233,7 +235,7 @@ namespace FlaxEngine
///
/// Gets a vector with values being absolute values of that vector.
///
- public Vector2 Absolute => new Vector2(Mathf.Abs(X), Mathf.Abs(Y));
+ public Vector2 Absolute => new Vector2(Mathr.Abs(X), Mathr.Abs(Y));
///
/// Gets a vector with values being opposite to values of that vector.
@@ -292,8 +294,8 @@ namespace FlaxEngine
///
public void Normalize()
{
- Real length = Length;
- if (!Mathf.IsZero(length))
+ Real length = (Real)Math.Sqrt(X * X + Y * Y);
+ if (length >= Mathr.Epsilon)
{
Real inv = 1.0f / length;
X *= inv;
@@ -904,8 +906,8 @@ namespace FlaxEngine
/// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
public static void Lerp(ref Vector2 start, ref Vector2 end, float amount, out Vector2 result)
{
- result.X = Mathf.Lerp(start.X, end.X, amount);
- result.Y = Mathf.Lerp(start.Y, end.Y, amount);
+ result.X = Mathr.Lerp(start.X, end.X, amount);
+ result.Y = Mathr.Lerp(start.Y, end.Y, amount);
}
///
@@ -932,8 +934,8 @@ namespace FlaxEngine
/// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
public static void Lerp(ref Vector2 start, ref Vector2 end, ref Vector2 amount, out Vector2 result)
{
- result.X = Mathf.Lerp(start.X, end.X, amount.X);
- result.Y = Mathf.Lerp(start.Y, end.Y, amount.Y);
+ result.X = Mathr.Lerp(start.X, end.X, amount.X);
+ result.Y = Mathr.Lerp(start.Y, end.Y, amount.Y);
}
///
@@ -959,7 +961,7 @@ namespace FlaxEngine
/// When the method completes, contains the cubic interpolation of the two vectors.
public static void SmoothStep(ref Vector2 start, ref Vector2 end, float amount, out Vector2 result)
{
- amount = Mathf.SmoothStep(amount);
+ amount = Mathr.SmoothStep(amount);
Lerp(ref start, ref end, amount, out result);
}
@@ -1552,7 +1554,7 @@ namespace FlaxEngine
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator ==(Vector2 left, Vector2 right)
{
- return Mathf.NearEqual(left.X, right.X) && Mathf.NearEqual(left.Y, right.Y);
+ return Mathr.NearEqual(left.X, right.X) && Mathr.NearEqual(left.Y, right.Y);
}
///
@@ -1564,7 +1566,7 @@ namespace FlaxEngine
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator !=(Vector2 left, Vector2 right)
{
- return !Mathf.NearEqual(left.X, right.X) || !Mathf.NearEqual(left.Y, right.Y);
+ return !Mathr.NearEqual(left.X, right.X) || !Mathr.NearEqual(left.Y, right.Y);
}
///
@@ -1670,7 +1672,7 @@ namespace FlaxEngine
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(ref Vector2 other)
{
- return Mathf.NearEqual(other.X, X) && Mathf.NearEqual(other.Y, Y);
+ return Mathr.NearEqual(other.X, X) && Mathr.NearEqual(other.Y, Y);
}
///
@@ -1678,7 +1680,7 @@ namespace FlaxEngine
///
public static bool Equals(ref Vector2 a, ref Vector2 b)
{
- return Mathf.NearEqual(a.X, b.X) && Mathf.NearEqual(a.Y, b.Y);
+ return Mathr.NearEqual(a.X, b.X) && Mathr.NearEqual(a.Y, b.Y);
}
///
@@ -1689,7 +1691,7 @@ namespace FlaxEngine
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(Vector2 other)
{
- return Mathf.NearEqual(other.X, X) && Mathf.NearEqual(other.Y, Y);
+ return Mathr.NearEqual(other.X, X) && Mathr.NearEqual(other.Y, Y);
}
///
@@ -1699,7 +1701,7 @@ namespace FlaxEngine
/// true if the specified is equal to this instance; otherwise, false.
public override bool Equals(object value)
{
- return value is Vector2 other && Mathf.NearEqual(other.X, X) && Mathf.NearEqual(other.Y, Y);
+ return value is Vector2 other && Mathr.NearEqual(other.X, X) && Mathr.NearEqual(other.Y, Y);
}
}
}
diff --git a/Source/Engine/Core/Math/Vector2.h b/Source/Engine/Core/Math/Vector2.h
index cff32539d..87ced1de6 100644
--- a/Source/Engine/Core/Math/Vector2.h
+++ b/Source/Engine/Core/Math/Vector2.h
@@ -240,9 +240,9 @@ public:
void Normalize()
{
const T length = Math::Sqrt(X * X + Y * Y);
- if (!Math::IsZero(length))
+ if (length >= ZeroTolerance)
{
- const T invLength = 1.0f / length;
+ const T invLength = (T)1.0f / length;
X *= invLength;
Y *= invLength;
}
@@ -547,9 +547,9 @@ public:
{
Vector2Base r = v;
const T length = Math::Sqrt(r.X * r.X + r.Y * r.Y);
- if (Math::Abs(length) >= ZeroTolerance)
+ if (length >= ZeroTolerance)
{
- const T inv = 1.0f / length;
+ const T inv = (T)1.0f / length;
r.X *= inv;
r.Y *= inv;
}
diff --git a/Source/Engine/Core/Math/Vector3.cs b/Source/Engine/Core/Math/Vector3.cs
index 3c318117f..07798e9a6 100644
--- a/Source/Engine/Core/Math/Vector3.cs
+++ b/Source/Engine/Core/Math/Vector3.cs
@@ -2,8 +2,10 @@
#if USE_LARGE_WORLDS
using Real = System.Double;
+using Mathr = FlaxEngine.Mathd;
#else
using Real = System.Single;
+using Mathr = FlaxEngine.Mathf;
#endif
// -----------------------------------------------------------------------------
@@ -252,7 +254,7 @@ namespace FlaxEngine
///
/// Gets a value indicting whether this instance is normalized.
///
- public bool IsNormalized => Mathf.IsOne(X * X + Y * Y + Z * Z);
+ public bool IsNormalized => Mathr.IsOne(X * X + Y * Y + Z * Z);
///
/// Gets the normalized vector. Returned vector has length equal 1.
@@ -270,22 +272,22 @@ namespace FlaxEngine
///
/// Gets a value indicting whether this vector is zero
///
- public bool IsZero => Mathf.IsZero(X) && Mathf.IsZero(Y) && Mathf.IsZero(Z);
+ public bool IsZero => Mathr.IsZero(X) && Mathr.IsZero(Y) && Mathr.IsZero(Z);
///
/// Gets a value indicting whether this vector is one
///
- public bool IsOne => Mathf.IsOne(X) && Mathf.IsOne(Y) && Mathf.IsOne(Z);
+ public bool IsOne => Mathr.IsOne(X) && Mathr.IsOne(Y) && Mathr.IsOne(Z);
///
/// Gets a minimum component value
///
- public Real MinValue => Mathf.Min(X, Mathf.Min(Y, Z));
+ public Real MinValue => Mathr.Min(X, Mathr.Min(Y, Z));
///
/// Gets a maximum component value
///
- public Real MaxValue => Mathf.Max(X, Mathf.Max(Y, Z));
+ public Real MaxValue => Mathr.Max(X, Mathr.Max(Y, Z));
///
/// Gets an arithmetic average value of all vector components.
@@ -300,7 +302,7 @@ namespace FlaxEngine
///
/// Gets a vector with values being absolute values of that vector.
///
- public Vector3 Absolute => new Vector3(Mathf.Abs(X), Mathf.Abs(Y), Mathf.Abs(Z));
+ public Vector3 Absolute => new Vector3(Mathr.Abs(X), Mathr.Abs(Y), Mathr.Abs(Z));
///
/// Gets a vector with values being opposite to values of that vector.
@@ -363,8 +365,8 @@ namespace FlaxEngine
///
public void Normalize()
{
- Real length = Length;
- if (!Mathf.IsZero(length))
+ Real length = (Real)Math.Sqrt(X * X + Y * Y + Z * Z);
+ if (length >= Mathr.Epsilon)
{
Real inv = 1.0f / length;
X *= inv;
@@ -1020,9 +1022,9 @@ namespace FlaxEngine
/// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
public static void Lerp(ref Vector3 start, ref Vector3 end, float amount, out Vector3 result)
{
- result.X = Mathf.Lerp(start.X, end.X, amount);
- result.Y = Mathf.Lerp(start.Y, end.Y, amount);
- result.Z = Mathf.Lerp(start.Z, end.Z, amount);
+ result.X = Mathr.Lerp(start.X, end.X, amount);
+ result.Y = Mathr.Lerp(start.Y, end.Y, amount);
+ result.Z = Mathr.Lerp(start.Z, end.Z, amount);
}
///
@@ -1048,7 +1050,7 @@ namespace FlaxEngine
/// When the method completes, contains the cubic interpolation of the two vectors.
public static void SmoothStep(ref Vector3 start, ref Vector3 end, float amount, out Vector3 result)
{
- amount = Mathf.SmoothStep(amount);
+ amount = Mathr.SmoothStep(amount);
Lerp(ref start, ref end, amount, out result);
}
@@ -1210,7 +1212,7 @@ namespace FlaxEngine
public static Vector3 Project(Vector3 vector, Vector3 onNormal)
{
Real sqrMag = Dot(onNormal, onNormal);
- if (sqrMag < Mathf.Epsilon)
+ if (sqrMag < Mathr.Epsilon)
return Zero;
return onNormal * Dot(vector, onNormal) / sqrMag;
}
@@ -1234,10 +1236,10 @@ namespace FlaxEngine
/// The angle (in degrees).
public static Real Angle(Vector3 from, Vector3 to)
{
- Real dot = Mathf.Clamp(Dot(from.Normalized, to.Normalized), -1.0f, 1.0f);
- if (Mathf.Abs(dot) > (1.0f - Mathf.Epsilon))
+ Real dot = Mathr.Clamp(Dot(from.Normalized, to.Normalized), -1.0f, 1.0f);
+ if (Mathr.Abs(dot) > (1.0f - Mathr.Epsilon))
return dot > 0.0f ? 0.0f : 180.0f;
- return (Real)Math.Acos(dot) * Mathf.RadiansToDegrees;
+ return (Real)Math.Acos(dot) * Mathr.RadiansToDegrees;
}
///
@@ -1825,7 +1827,7 @@ namespace FlaxEngine
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator ==(Vector3 left, Vector3 right)
{
- return Mathf.NearEqual(left.X, right.X) && Mathf.NearEqual(left.Y, right.Y) && Mathf.NearEqual(left.Z, right.Z);
+ return Mathr.NearEqual(left.X, right.X) && Mathr.NearEqual(left.Y, right.Y) && Mathr.NearEqual(left.Z, right.Z);
}
///
@@ -1837,7 +1839,7 @@ namespace FlaxEngine
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator !=(Vector3 left, Vector3 right)
{
- return !Mathf.NearEqual(left.X, right.X) || !Mathf.NearEqual(left.Y, right.Y) || !Mathf.NearEqual(left.Z, right.Z);
+ return !Mathr.NearEqual(left.X, right.X) || !Mathr.NearEqual(left.Y, right.Y) || !Mathr.NearEqual(left.Z, right.Z);
}
///
@@ -1946,7 +1948,7 @@ namespace FlaxEngine
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(ref Vector3 other)
{
- return Mathf.NearEqual(other.X, X) && Mathf.NearEqual(other.Y, Y) && Mathf.NearEqual(other.Z, Z);
+ return Mathr.NearEqual(other.X, X) && Mathr.NearEqual(other.Y, Y) && Mathr.NearEqual(other.Z, Z);
}
///
@@ -1957,7 +1959,7 @@ namespace FlaxEngine
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(Vector3 other)
{
- return Mathf.NearEqual(other.X, X) && Mathf.NearEqual(other.Y, Y) && Mathf.NearEqual(other.Z, Z);
+ return Mathr.NearEqual(other.X, X) && Mathr.NearEqual(other.Y, Y) && Mathr.NearEqual(other.Z, Z);
}
///
@@ -1967,7 +1969,7 @@ namespace FlaxEngine
/// true if the specified is equal to this instance; otherwise, false.
public override bool Equals(object value)
{
- return value is Vector3 other && Mathf.NearEqual(other.X, X) && Mathf.NearEqual(other.Y, Y) && Mathf.NearEqual(other.Z, Z);
+ return value is Vector3 other && Mathr.NearEqual(other.X, X) && Mathr.NearEqual(other.Y, Y) && Mathr.NearEqual(other.Z, Z);
}
}
}
diff --git a/Source/Engine/Core/Math/Vector3.h b/Source/Engine/Core/Math/Vector3.h
index 590c3adb0..33be7f2d6 100644
--- a/Source/Engine/Core/Math/Vector3.h
+++ b/Source/Engine/Core/Math/Vector3.h
@@ -266,9 +266,9 @@ public:
void Normalize()
{
const T length = Math::Sqrt(X * X + Y * Y + Z * Z);
- if (Math::Abs(length) >= ZeroTolerance)
+ if (length >= ZeroTolerance)
{
- const T inv = 1.0f / length;
+ const T inv = (T)1.0f / length;
X *= inv;
Y *= inv;
Z *= inv;
@@ -645,9 +645,9 @@ public:
{
Vector3Base r = v;
const T length = Math::Sqrt(r.X * r.X + r.Y * r.Y + r.Z * r.Z);
- if (Math::Abs(length) >= ZeroTolerance)
+ if (length >= ZeroTolerance)
{
- const T inv = 1.0f / length;
+ const T inv = (T)1.0f / length;
r.X *= inv;
r.Y *= inv;
r.Z *= inv;
diff --git a/Source/Engine/Core/Math/Vector4.cs b/Source/Engine/Core/Math/Vector4.cs
index 738fcfffb..8c83e5d3e 100644
--- a/Source/Engine/Core/Math/Vector4.cs
+++ b/Source/Engine/Core/Math/Vector4.cs
@@ -2,8 +2,10 @@
#if USE_LARGE_WORLDS
using Real = System.Double;
+using Mathr = FlaxEngine.Mathd;
#else
using Real = System.Single;
+using Mathr = FlaxEngine.Mathf;
#endif
// -----------------------------------------------------------------------------
@@ -255,27 +257,27 @@ namespace FlaxEngine
///
/// Gets a value indicting whether this instance is normalized.
///
- public bool IsNormalized => Mathf.IsOne(X * X + Y * Y + Z * Z + W * W);
+ public bool IsNormalized => Mathr.IsOne(X * X + Y * Y + Z * Z + W * W);
///
/// Gets a value indicting whether this vector is zero
///
- public bool IsZero => Mathf.IsZero(X) && Mathf.IsZero(Y) && Mathf.IsZero(Z) && Mathf.IsZero(W);
+ public bool IsZero => Mathr.IsZero(X) && Mathr.IsZero(Y) && Mathr.IsZero(Z) && Mathr.IsZero(W);
///
/// Gets a value indicting whether this vector is one
///
- public bool IsOne => Mathf.IsOne(X) && Mathf.IsOne(Y) && Mathf.IsOne(Z) && Mathf.IsOne(W);
+ public bool IsOne => Mathr.IsOne(X) && Mathr.IsOne(Y) && Mathr.IsOne(Z) && Mathr.IsOne(W);
///
/// Gets a minimum component value
///
- public Real MinValue => Mathf.Min(X, Mathf.Min(Y, Mathf.Min(Z, W)));
+ public Real MinValue => Mathr.Min(X, Mathr.Min(Y, Mathr.Min(Z, W)));
///
/// Gets a maximum component value
///
- public Real MaxValue => Mathf.Max(X, Mathf.Max(Y, Mathf.Max(Z, W)));
+ public Real MaxValue => Mathr.Max(X, Mathr.Max(Y, Mathr.Max(Z, W)));
///
/// Gets an arithmetic average value of all vector components.
@@ -290,7 +292,7 @@ namespace FlaxEngine
///
/// Gets a vector with values being absolute values of that vector.
///
- public Vector4 Absolute => new Vector4(Mathf.Abs(X), Mathf.Abs(Y), Mathf.Abs(Z), Mathf.Abs(W));
+ public Vector4 Absolute => new Vector4(Mathr.Abs(X), Mathr.Abs(Y), Mathr.Abs(Z), Mathr.Abs(W));
///
/// Gets a vector with values being opposite to values of that vector.
@@ -357,8 +359,8 @@ namespace FlaxEngine
///
public void Normalize()
{
- Real length = Length;
- if (!Mathf.IsZero(length))
+ Real length = (Real)Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
+ if (length >= Mathr.Epsilon)
{
Real inverse = 1.0f / length;
X *= inverse;
@@ -855,10 +857,10 @@ namespace FlaxEngine
/// Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
public static void Lerp(ref Vector4 start, ref Vector4 end, Real amount, out Vector4 result)
{
- result.X = Mathf.Lerp(start.X, end.X, amount);
- result.Y = Mathf.Lerp(start.Y, end.Y, amount);
- result.Z = Mathf.Lerp(start.Z, end.Z, amount);
- result.W = Mathf.Lerp(start.W, end.W, amount);
+ result.X = Mathr.Lerp(start.X, end.X, amount);
+ result.Y = Mathr.Lerp(start.Y, end.Y, amount);
+ result.Z = Mathr.Lerp(start.Z, end.Z, amount);
+ result.W = Mathr.Lerp(start.W, end.W, amount);
}
///
@@ -884,7 +886,7 @@ namespace FlaxEngine
/// When the method completes, contains the cubic interpolation of the two vectors.
public static void SmoothStep(ref Vector4 start, ref Vector4 end, Real amount, out Vector4 result)
{
- amount = Mathf.SmoothStep(amount);
+ amount = Mathr.SmoothStep(amount);
Lerp(ref start, ref end, amount, out result);
}
@@ -1359,7 +1361,7 @@ namespace FlaxEngine
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static bool operator ==(Vector4 left, Vector4 right)
{
- return Mathf.NearEqual(left.X, right.X) && Mathf.NearEqual(left.Y, right.Y) && Mathf.NearEqual(left.Z, right.Z) && Mathf.NearEqual(left.W, right.W);
+ return Mathr.NearEqual(left.X, right.X) && Mathr.NearEqual(left.Y, right.Y) && Mathr.NearEqual(left.Z, right.Z) && Mathr.NearEqual(left.W, right.W);
}
///
@@ -1480,7 +1482,7 @@ namespace FlaxEngine
/// true if the specified is equal to this instance; otherwise, false.
public bool Equals(ref Vector4 other)
{
- return Mathf.NearEqual(other.X, X) && Mathf.NearEqual(other.Y, Y) && Mathf.NearEqual(other.Z, Z) && Mathf.NearEqual(other.W, W);
+ return Mathr.NearEqual(other.X, X) && Mathr.NearEqual(other.Y, Y) && Mathr.NearEqual(other.Z, Z) && Mathr.NearEqual(other.W, W);
}
///
@@ -1491,7 +1493,7 @@ namespace FlaxEngine
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public bool Equals(Vector4 other)
{
- return Mathf.NearEqual(other.X, X) && Mathf.NearEqual(other.Y, Y) && Mathf.NearEqual(other.Z, Z) && Mathf.NearEqual(other.W, W);
+ return Mathr.NearEqual(other.X, X) && Mathr.NearEqual(other.Y, Y) && Mathr.NearEqual(other.Z, Z) && Mathr.NearEqual(other.W, W);
}
///
@@ -1501,7 +1503,7 @@ namespace FlaxEngine
/// true if the specified is equal to this instance; otherwise, false.
public override bool Equals(object value)
{
- return value is Vector4 other && Mathf.NearEqual(other.X, X) && Mathf.NearEqual(other.Y, Y) && Mathf.NearEqual(other.Z, Z) && Mathf.NearEqual(other.W, W);
+ return value is Vector4 other && Mathr.NearEqual(other.X, X) && Mathr.NearEqual(other.Y, Y) && Mathr.NearEqual(other.Z, Z) && Mathr.NearEqual(other.W, W);
}
}
}