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withEpsilon with a user defined epsilon

Default value is the Engine's epsilon, but this can be changed by the user.
Also fixed the vector4's epsilon check
Raanan Weber 10 lat temu
rodzic
commit
69d59eecf2
1 zmienionych plików z 11 dodań i 10 usunięć
  1. 11 10
      Babylon/Math/babylon.math.ts

+ 11 - 10
Babylon/Math/babylon.math.ts

@@ -353,8 +353,8 @@
             return otherVector && this.x === otherVector.x && this.y === otherVector.y;
         }
 
-        public equalsWithEpsilon(otherVector: Vector2): boolean {
-            return otherVector && Tools.WithinEpsilon(this.x, otherVector.x) && Tools.WithinEpsilon(this.y, otherVector.y);
+        public equalsWithEpsilon(otherVector: Vector2, epsilon: number = Engine.Epsilon): boolean {
+            return otherVector && Tools.WithinEpsilon(this.x, otherVector.x, epsilon) && Tools.WithinEpsilon(this.y, otherVector.y, epsilon);
         }
 
         // Properties
@@ -612,8 +612,8 @@
             return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
         }
 
-        public equalsWithEpsilon(otherVector: Vector3): boolean {
-            return otherVector && Tools.WithinEpsilon(this.x, otherVector.x) && Tools.WithinEpsilon(this.y, otherVector.y) && Tools.WithinEpsilon(this.z, otherVector.z);
+        public equalsWithEpsilon(otherVector: Vector3, epsilon: number = Engine.Epsilon): boolean {
+            return otherVector && Tools.WithinEpsilon(this.x, otherVector.x, epsilon) && Tools.WithinEpsilon(this.y, otherVector.y, epsilon) && Tools.WithinEpsilon(this.z, otherVector.z, epsilon);
         }
 
         public equalsToFloats(x: number, y: number, z: number): boolean {
@@ -1228,11 +1228,12 @@
             return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
         }
 
-        public equalsWithEpsilon(otherVector: Vector4): boolean {
-            return Math.abs(this.x - otherVector.x) < Engine.Epsilon &&
-                Math.abs(this.y - otherVector.y) < Engine.Epsilon &&
-                Math.abs(this.z - otherVector.z) < Engine.Epsilon &&
-                Math.abs(this.w - otherVector.w) < Engine.Epsilon;
+        public equalsWithEpsilon(otherVector: Vector4, epsilon: number = Engine.Epsilon): boolean {
+            return otherVector 
+            && Tools.WithinEpsilon(this.x, otherVector.x, epsilon) 
+            && Tools.WithinEpsilon(this.y, otherVector.y, epsilon) 
+            && Tools.WithinEpsilon(this.z, otherVector.z, epsilon)
+            && Tools.WithinEpsilon(this.w, otherVector.w, epsilon);
         }
 
         public equalsToFloats(x: number, y: number, z: number, w: number): boolean {
@@ -3694,4 +3695,4 @@
             SIMDHelper._isEnabled = true;
         }
     }
-}
+}