Handling float discrepancy in Unity3d
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I know there are thousands of posts and questions around the topic of Float Discrepancy
. And this is not really a question but a discussion for it.
After sitting repeatedly in front of the same problem, I made the following class to handle it once and for all of our projects. The direct value comparison is from the book The Art of Computer Programming by Donald E. Knuth. I just changed to unitys Mathf functionality.
So what is your take on the problem? Anything to add, something wrong?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class FloatDiscrepancy
public static float Accuracy = 0.00001f;
public static float SqrAccuracy
get
return Accuracy * Accuracy;
private set
public static bool V4Equal(Vector4 a, Vector4 b)
return Vector4.SqrMagnitude(a - b) < SqrAccuracy;
public static bool V3Equal(Vector3 a, Vector3 b)
return Vector3.SqrMagnitude(a - b) < SqrAccuracy;
public static bool V2Equal (Vector2 a, Vector2 b)
return Vector2.SqrMagnitude (a - b) < SqrAccuracy;
public static bool QuaternionEqual(Quaternion a, Quaternion b)
return Quaternion.Angle (a, b) < Accuracy;
//Took the following from literature: The Art of Computer Programming by Donald E. Knuth
public static bool approximatelyEqual(float a, float b)
return Mathf.Abs(a - b) <= ( (Mathf.Abs(a) < Mathf.Abs(b) ? Mathf.Abs(b) : Mathf.Abs(a)) * Accuracy);
public static bool essentiallyEqual(float a, float b)
return Mathf.Abs(a - b) <= ( (Mathf.Abs(a) > Mathf.Abs(b) ? Mathf.Abs(b) : Mathf.Abs(a)) * Accuracy);
public static bool definitelyGreaterThan(float a, float b)
return (a - b) > ( (Mathf.Abs(a) < Mathf.Abs(b) ? Mathf.Abs(b) : Mathf.Abs(a)) * Accuracy);
public static bool definitelyLessThan(float a, float b)
return (b - a) > ( (Mathf.Abs(a) < Mathf.Abs(b) ? Mathf.Abs(b) : Mathf.Abs(a)) * Accuracy);
c# floating-point unity3d
add a comment |Â
up vote
5
down vote
favorite
I know there are thousands of posts and questions around the topic of Float Discrepancy
. And this is not really a question but a discussion for it.
After sitting repeatedly in front of the same problem, I made the following class to handle it once and for all of our projects. The direct value comparison is from the book The Art of Computer Programming by Donald E. Knuth. I just changed to unitys Mathf functionality.
So what is your take on the problem? Anything to add, something wrong?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class FloatDiscrepancy
public static float Accuracy = 0.00001f;
public static float SqrAccuracy
get
return Accuracy * Accuracy;
private set
public static bool V4Equal(Vector4 a, Vector4 b)
return Vector4.SqrMagnitude(a - b) < SqrAccuracy;
public static bool V3Equal(Vector3 a, Vector3 b)
return Vector3.SqrMagnitude(a - b) < SqrAccuracy;
public static bool V2Equal (Vector2 a, Vector2 b)
return Vector2.SqrMagnitude (a - b) < SqrAccuracy;
public static bool QuaternionEqual(Quaternion a, Quaternion b)
return Quaternion.Angle (a, b) < Accuracy;
//Took the following from literature: The Art of Computer Programming by Donald E. Knuth
public static bool approximatelyEqual(float a, float b)
return Mathf.Abs(a - b) <= ( (Mathf.Abs(a) < Mathf.Abs(b) ? Mathf.Abs(b) : Mathf.Abs(a)) * Accuracy);
public static bool essentiallyEqual(float a, float b)
return Mathf.Abs(a - b) <= ( (Mathf.Abs(a) > Mathf.Abs(b) ? Mathf.Abs(b) : Mathf.Abs(a)) * Accuracy);
public static bool definitelyGreaterThan(float a, float b)
return (a - b) > ( (Mathf.Abs(a) < Mathf.Abs(b) ? Mathf.Abs(b) : Mathf.Abs(a)) * Accuracy);
public static bool definitelyLessThan(float a, float b)
return (b - a) > ( (Mathf.Abs(a) < Mathf.Abs(b) ? Mathf.Abs(b) : Mathf.Abs(a)) * Accuracy);
c# floating-point unity3d
I believe this is the same implementation that Unity uses for their Vector comparisons, at least theV3Equal
andV4Equal
. Vector3 and Vector4 appear to have the same description. docs.unity3d.com/ScriptReference/Vector3-operator_eq.html docs.unity3d.com/ScriptReference/Vector4-operator_eq.html I'm guessing the difference lies in your bottom 4 functions though, I don't know a lot about the topic.
â Shelby115
Apr 5 at 14:24
It is in fact the same implemantation. Though you can set an accuracy value in my class. And i dont know about the quaternion one :)
â Binary Impact BIG
Apr 5 at 17:52
add a comment |Â
up vote
5
down vote
favorite
up vote
5
down vote
favorite
I know there are thousands of posts and questions around the topic of Float Discrepancy
. And this is not really a question but a discussion for it.
After sitting repeatedly in front of the same problem, I made the following class to handle it once and for all of our projects. The direct value comparison is from the book The Art of Computer Programming by Donald E. Knuth. I just changed to unitys Mathf functionality.
So what is your take on the problem? Anything to add, something wrong?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class FloatDiscrepancy
public static float Accuracy = 0.00001f;
public static float SqrAccuracy
get
return Accuracy * Accuracy;
private set
public static bool V4Equal(Vector4 a, Vector4 b)
return Vector4.SqrMagnitude(a - b) < SqrAccuracy;
public static bool V3Equal(Vector3 a, Vector3 b)
return Vector3.SqrMagnitude(a - b) < SqrAccuracy;
public static bool V2Equal (Vector2 a, Vector2 b)
return Vector2.SqrMagnitude (a - b) < SqrAccuracy;
public static bool QuaternionEqual(Quaternion a, Quaternion b)
return Quaternion.Angle (a, b) < Accuracy;
//Took the following from literature: The Art of Computer Programming by Donald E. Knuth
public static bool approximatelyEqual(float a, float b)
return Mathf.Abs(a - b) <= ( (Mathf.Abs(a) < Mathf.Abs(b) ? Mathf.Abs(b) : Mathf.Abs(a)) * Accuracy);
public static bool essentiallyEqual(float a, float b)
return Mathf.Abs(a - b) <= ( (Mathf.Abs(a) > Mathf.Abs(b) ? Mathf.Abs(b) : Mathf.Abs(a)) * Accuracy);
public static bool definitelyGreaterThan(float a, float b)
return (a - b) > ( (Mathf.Abs(a) < Mathf.Abs(b) ? Mathf.Abs(b) : Mathf.Abs(a)) * Accuracy);
public static bool definitelyLessThan(float a, float b)
return (b - a) > ( (Mathf.Abs(a) < Mathf.Abs(b) ? Mathf.Abs(b) : Mathf.Abs(a)) * Accuracy);
c# floating-point unity3d
I know there are thousands of posts and questions around the topic of Float Discrepancy
. And this is not really a question but a discussion for it.
After sitting repeatedly in front of the same problem, I made the following class to handle it once and for all of our projects. The direct value comparison is from the book The Art of Computer Programming by Donald E. Knuth. I just changed to unitys Mathf functionality.
So what is your take on the problem? Anything to add, something wrong?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class FloatDiscrepancy
public static float Accuracy = 0.00001f;
public static float SqrAccuracy
get
return Accuracy * Accuracy;
private set
public static bool V4Equal(Vector4 a, Vector4 b)
return Vector4.SqrMagnitude(a - b) < SqrAccuracy;
public static bool V3Equal(Vector3 a, Vector3 b)
return Vector3.SqrMagnitude(a - b) < SqrAccuracy;
public static bool V2Equal (Vector2 a, Vector2 b)
return Vector2.SqrMagnitude (a - b) < SqrAccuracy;
public static bool QuaternionEqual(Quaternion a, Quaternion b)
return Quaternion.Angle (a, b) < Accuracy;
//Took the following from literature: The Art of Computer Programming by Donald E. Knuth
public static bool approximatelyEqual(float a, float b)
return Mathf.Abs(a - b) <= ( (Mathf.Abs(a) < Mathf.Abs(b) ? Mathf.Abs(b) : Mathf.Abs(a)) * Accuracy);
public static bool essentiallyEqual(float a, float b)
return Mathf.Abs(a - b) <= ( (Mathf.Abs(a) > Mathf.Abs(b) ? Mathf.Abs(b) : Mathf.Abs(a)) * Accuracy);
public static bool definitelyGreaterThan(float a, float b)
return (a - b) > ( (Mathf.Abs(a) < Mathf.Abs(b) ? Mathf.Abs(b) : Mathf.Abs(a)) * Accuracy);
public static bool definitelyLessThan(float a, float b)
return (b - a) > ( (Mathf.Abs(a) < Mathf.Abs(b) ? Mathf.Abs(b) : Mathf.Abs(a)) * Accuracy);
c# floating-point unity3d
edited Apr 5 at 12:45
t3chb0t
32k54195
32k54195
asked Apr 5 at 12:07
Binary Impact BIG
667
667
I believe this is the same implementation that Unity uses for their Vector comparisons, at least theV3Equal
andV4Equal
. Vector3 and Vector4 appear to have the same description. docs.unity3d.com/ScriptReference/Vector3-operator_eq.html docs.unity3d.com/ScriptReference/Vector4-operator_eq.html I'm guessing the difference lies in your bottom 4 functions though, I don't know a lot about the topic.
â Shelby115
Apr 5 at 14:24
It is in fact the same implemantation. Though you can set an accuracy value in my class. And i dont know about the quaternion one :)
â Binary Impact BIG
Apr 5 at 17:52
add a comment |Â
I believe this is the same implementation that Unity uses for their Vector comparisons, at least theV3Equal
andV4Equal
. Vector3 and Vector4 appear to have the same description. docs.unity3d.com/ScriptReference/Vector3-operator_eq.html docs.unity3d.com/ScriptReference/Vector4-operator_eq.html I'm guessing the difference lies in your bottom 4 functions though, I don't know a lot about the topic.
â Shelby115
Apr 5 at 14:24
It is in fact the same implemantation. Though you can set an accuracy value in my class. And i dont know about the quaternion one :)
â Binary Impact BIG
Apr 5 at 17:52
I believe this is the same implementation that Unity uses for their Vector comparisons, at least the
V3Equal
and V4Equal
. Vector3 and Vector4 appear to have the same description. docs.unity3d.com/ScriptReference/Vector3-operator_eq.html docs.unity3d.com/ScriptReference/Vector4-operator_eq.html I'm guessing the difference lies in your bottom 4 functions though, I don't know a lot about the topic.â Shelby115
Apr 5 at 14:24
I believe this is the same implementation that Unity uses for their Vector comparisons, at least the
V3Equal
and V4Equal
. Vector3 and Vector4 appear to have the same description. docs.unity3d.com/ScriptReference/Vector3-operator_eq.html docs.unity3d.com/ScriptReference/Vector4-operator_eq.html I'm guessing the difference lies in your bottom 4 functions though, I don't know a lot about the topic.â Shelby115
Apr 5 at 14:24
It is in fact the same implemantation. Though you can set an accuracy value in my class. And i dont know about the quaternion one :)
â Binary Impact BIG
Apr 5 at 17:52
It is in fact the same implemantation. Though you can set an accuracy value in my class. And i dont know about the quaternion one :)
â Binary Impact BIG
Apr 5 at 17:52
add a comment |Â
1 Answer
1
active
oldest
votes
up vote
2
down vote
I can't quite figure out in which situation you would use approximatelyEqual()
and in which essentiallyEqual()
. and what the difference really should be.
I made some tests and overall it seems to work. I did though find the below strange behavior:
Testing with these two values:
float a = 1.0f;
float b = 1.0f + 1e-6f;
Console.WriteLine($"a: a:F15");
Console.WriteLine($"b: b:F15");
Console.WriteLine($"a - b: a - b:F15");
Console.WriteLine($"b - a: b - a:F15");
Console.WriteLine();
Console.WriteLine($"approximatelyEqual: approximatelyEqual(a, b)");
Console.WriteLine($"essentiallyEqual: essentiallyEqual(a, b)");
Console.WriteLine($"definitelyGreaterThan: definitelyGreaterThan(a, b)");
Console.WriteLine($"definitelyLessThan: definitelyLessThan(a, b)");
Console.WriteLine();
Console.WriteLine($"HEquals: HEquals(a, b)");
Console.WriteLine($"HGreaterThan: HGreaterThan(a, b)");
Console.WriteLine($"HLessThan: HLessThan(a, b)");
I get the expected output:
a: 1.000000000000000
b: 1.000001000000000
a - b: -0.000000953674300
b - a: 0.000000953674300
approximatelyEqual: True
essentiallyEqual: True
definitelyGreaterThan: False
definitelyLessThan: False
HEquals: True
HGreaterThan: False
HLessThan: False
But if I try this:
float a = 0.0f;
float b = 1e-6f;
I get this:
a: 0.000000000000000
b: 0.000001000000000
a - b: -0.000001000000000
b - a: 0.000001000000000
approximatelyEqual: False
essentiallyEqual: False
definitelyGreaterThan: False
definitelyLessThan: True
HEquals: True
HGreaterThan: False
HLessThan: False
But I would have expected the same result?
The H-functions is my own naive implementations:
public static bool HEquals(float a, float b)
return Math.Abs(a - b) < Accuracy;
public static bool HGreaterThan(float a, float b)
return a - b >= Accuracy;
public static bool HLessThan(float a, float b)
return a - b <= -Accuracy;
Disclaimer: I'm not using Unity3ds Mathf.Abs()
but System.Math.Abs()
1
As I stated, I took the comparison functions straight out of the book. (Page 218) here is a link: github.com/djtrack16/thyme/blob/master/computer%20science/⦠Maybe it was over the top. For almost most cases your functions will work and are much cheaper. So to be complete I should add the functionality as it is, but I very much like the simpler approach. Maybe add both?
â Binary Impact BIG
Apr 6 at 8:21
add a comment |Â
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
2
down vote
I can't quite figure out in which situation you would use approximatelyEqual()
and in which essentiallyEqual()
. and what the difference really should be.
I made some tests and overall it seems to work. I did though find the below strange behavior:
Testing with these two values:
float a = 1.0f;
float b = 1.0f + 1e-6f;
Console.WriteLine($"a: a:F15");
Console.WriteLine($"b: b:F15");
Console.WriteLine($"a - b: a - b:F15");
Console.WriteLine($"b - a: b - a:F15");
Console.WriteLine();
Console.WriteLine($"approximatelyEqual: approximatelyEqual(a, b)");
Console.WriteLine($"essentiallyEqual: essentiallyEqual(a, b)");
Console.WriteLine($"definitelyGreaterThan: definitelyGreaterThan(a, b)");
Console.WriteLine($"definitelyLessThan: definitelyLessThan(a, b)");
Console.WriteLine();
Console.WriteLine($"HEquals: HEquals(a, b)");
Console.WriteLine($"HGreaterThan: HGreaterThan(a, b)");
Console.WriteLine($"HLessThan: HLessThan(a, b)");
I get the expected output:
a: 1.000000000000000
b: 1.000001000000000
a - b: -0.000000953674300
b - a: 0.000000953674300
approximatelyEqual: True
essentiallyEqual: True
definitelyGreaterThan: False
definitelyLessThan: False
HEquals: True
HGreaterThan: False
HLessThan: False
But if I try this:
float a = 0.0f;
float b = 1e-6f;
I get this:
a: 0.000000000000000
b: 0.000001000000000
a - b: -0.000001000000000
b - a: 0.000001000000000
approximatelyEqual: False
essentiallyEqual: False
definitelyGreaterThan: False
definitelyLessThan: True
HEquals: True
HGreaterThan: False
HLessThan: False
But I would have expected the same result?
The H-functions is my own naive implementations:
public static bool HEquals(float a, float b)
return Math.Abs(a - b) < Accuracy;
public static bool HGreaterThan(float a, float b)
return a - b >= Accuracy;
public static bool HLessThan(float a, float b)
return a - b <= -Accuracy;
Disclaimer: I'm not using Unity3ds Mathf.Abs()
but System.Math.Abs()
1
As I stated, I took the comparison functions straight out of the book. (Page 218) here is a link: github.com/djtrack16/thyme/blob/master/computer%20science/⦠Maybe it was over the top. For almost most cases your functions will work and are much cheaper. So to be complete I should add the functionality as it is, but I very much like the simpler approach. Maybe add both?
â Binary Impact BIG
Apr 6 at 8:21
add a comment |Â
up vote
2
down vote
I can't quite figure out in which situation you would use approximatelyEqual()
and in which essentiallyEqual()
. and what the difference really should be.
I made some tests and overall it seems to work. I did though find the below strange behavior:
Testing with these two values:
float a = 1.0f;
float b = 1.0f + 1e-6f;
Console.WriteLine($"a: a:F15");
Console.WriteLine($"b: b:F15");
Console.WriteLine($"a - b: a - b:F15");
Console.WriteLine($"b - a: b - a:F15");
Console.WriteLine();
Console.WriteLine($"approximatelyEqual: approximatelyEqual(a, b)");
Console.WriteLine($"essentiallyEqual: essentiallyEqual(a, b)");
Console.WriteLine($"definitelyGreaterThan: definitelyGreaterThan(a, b)");
Console.WriteLine($"definitelyLessThan: definitelyLessThan(a, b)");
Console.WriteLine();
Console.WriteLine($"HEquals: HEquals(a, b)");
Console.WriteLine($"HGreaterThan: HGreaterThan(a, b)");
Console.WriteLine($"HLessThan: HLessThan(a, b)");
I get the expected output:
a: 1.000000000000000
b: 1.000001000000000
a - b: -0.000000953674300
b - a: 0.000000953674300
approximatelyEqual: True
essentiallyEqual: True
definitelyGreaterThan: False
definitelyLessThan: False
HEquals: True
HGreaterThan: False
HLessThan: False
But if I try this:
float a = 0.0f;
float b = 1e-6f;
I get this:
a: 0.000000000000000
b: 0.000001000000000
a - b: -0.000001000000000
b - a: 0.000001000000000
approximatelyEqual: False
essentiallyEqual: False
definitelyGreaterThan: False
definitelyLessThan: True
HEquals: True
HGreaterThan: False
HLessThan: False
But I would have expected the same result?
The H-functions is my own naive implementations:
public static bool HEquals(float a, float b)
return Math.Abs(a - b) < Accuracy;
public static bool HGreaterThan(float a, float b)
return a - b >= Accuracy;
public static bool HLessThan(float a, float b)
return a - b <= -Accuracy;
Disclaimer: I'm not using Unity3ds Mathf.Abs()
but System.Math.Abs()
1
As I stated, I took the comparison functions straight out of the book. (Page 218) here is a link: github.com/djtrack16/thyme/blob/master/computer%20science/⦠Maybe it was over the top. For almost most cases your functions will work and are much cheaper. So to be complete I should add the functionality as it is, but I very much like the simpler approach. Maybe add both?
â Binary Impact BIG
Apr 6 at 8:21
add a comment |Â
up vote
2
down vote
up vote
2
down vote
I can't quite figure out in which situation you would use approximatelyEqual()
and in which essentiallyEqual()
. and what the difference really should be.
I made some tests and overall it seems to work. I did though find the below strange behavior:
Testing with these two values:
float a = 1.0f;
float b = 1.0f + 1e-6f;
Console.WriteLine($"a: a:F15");
Console.WriteLine($"b: b:F15");
Console.WriteLine($"a - b: a - b:F15");
Console.WriteLine($"b - a: b - a:F15");
Console.WriteLine();
Console.WriteLine($"approximatelyEqual: approximatelyEqual(a, b)");
Console.WriteLine($"essentiallyEqual: essentiallyEqual(a, b)");
Console.WriteLine($"definitelyGreaterThan: definitelyGreaterThan(a, b)");
Console.WriteLine($"definitelyLessThan: definitelyLessThan(a, b)");
Console.WriteLine();
Console.WriteLine($"HEquals: HEquals(a, b)");
Console.WriteLine($"HGreaterThan: HGreaterThan(a, b)");
Console.WriteLine($"HLessThan: HLessThan(a, b)");
I get the expected output:
a: 1.000000000000000
b: 1.000001000000000
a - b: -0.000000953674300
b - a: 0.000000953674300
approximatelyEqual: True
essentiallyEqual: True
definitelyGreaterThan: False
definitelyLessThan: False
HEquals: True
HGreaterThan: False
HLessThan: False
But if I try this:
float a = 0.0f;
float b = 1e-6f;
I get this:
a: 0.000000000000000
b: 0.000001000000000
a - b: -0.000001000000000
b - a: 0.000001000000000
approximatelyEqual: False
essentiallyEqual: False
definitelyGreaterThan: False
definitelyLessThan: True
HEquals: True
HGreaterThan: False
HLessThan: False
But I would have expected the same result?
The H-functions is my own naive implementations:
public static bool HEquals(float a, float b)
return Math.Abs(a - b) < Accuracy;
public static bool HGreaterThan(float a, float b)
return a - b >= Accuracy;
public static bool HLessThan(float a, float b)
return a - b <= -Accuracy;
Disclaimer: I'm not using Unity3ds Mathf.Abs()
but System.Math.Abs()
I can't quite figure out in which situation you would use approximatelyEqual()
and in which essentiallyEqual()
. and what the difference really should be.
I made some tests and overall it seems to work. I did though find the below strange behavior:
Testing with these two values:
float a = 1.0f;
float b = 1.0f + 1e-6f;
Console.WriteLine($"a: a:F15");
Console.WriteLine($"b: b:F15");
Console.WriteLine($"a - b: a - b:F15");
Console.WriteLine($"b - a: b - a:F15");
Console.WriteLine();
Console.WriteLine($"approximatelyEqual: approximatelyEqual(a, b)");
Console.WriteLine($"essentiallyEqual: essentiallyEqual(a, b)");
Console.WriteLine($"definitelyGreaterThan: definitelyGreaterThan(a, b)");
Console.WriteLine($"definitelyLessThan: definitelyLessThan(a, b)");
Console.WriteLine();
Console.WriteLine($"HEquals: HEquals(a, b)");
Console.WriteLine($"HGreaterThan: HGreaterThan(a, b)");
Console.WriteLine($"HLessThan: HLessThan(a, b)");
I get the expected output:
a: 1.000000000000000
b: 1.000001000000000
a - b: -0.000000953674300
b - a: 0.000000953674300
approximatelyEqual: True
essentiallyEqual: True
definitelyGreaterThan: False
definitelyLessThan: False
HEquals: True
HGreaterThan: False
HLessThan: False
But if I try this:
float a = 0.0f;
float b = 1e-6f;
I get this:
a: 0.000000000000000
b: 0.000001000000000
a - b: -0.000001000000000
b - a: 0.000001000000000
approximatelyEqual: False
essentiallyEqual: False
definitelyGreaterThan: False
definitelyLessThan: True
HEquals: True
HGreaterThan: False
HLessThan: False
But I would have expected the same result?
The H-functions is my own naive implementations:
public static bool HEquals(float a, float b)
return Math.Abs(a - b) < Accuracy;
public static bool HGreaterThan(float a, float b)
return a - b >= Accuracy;
public static bool HLessThan(float a, float b)
return a - b <= -Accuracy;
Disclaimer: I'm not using Unity3ds Mathf.Abs()
but System.Math.Abs()
edited May 2 at 6:10
answered Apr 5 at 18:21
Henrik Hansen
3,8931417
3,8931417
1
As I stated, I took the comparison functions straight out of the book. (Page 218) here is a link: github.com/djtrack16/thyme/blob/master/computer%20science/⦠Maybe it was over the top. For almost most cases your functions will work and are much cheaper. So to be complete I should add the functionality as it is, but I very much like the simpler approach. Maybe add both?
â Binary Impact BIG
Apr 6 at 8:21
add a comment |Â
1
As I stated, I took the comparison functions straight out of the book. (Page 218) here is a link: github.com/djtrack16/thyme/blob/master/computer%20science/⦠Maybe it was over the top. For almost most cases your functions will work and are much cheaper. So to be complete I should add the functionality as it is, but I very much like the simpler approach. Maybe add both?
â Binary Impact BIG
Apr 6 at 8:21
1
1
As I stated, I took the comparison functions straight out of the book. (Page 218) here is a link: github.com/djtrack16/thyme/blob/master/computer%20science/⦠Maybe it was over the top. For almost most cases your functions will work and are much cheaper. So to be complete I should add the functionality as it is, but I very much like the simpler approach. Maybe add both?
â Binary Impact BIG
Apr 6 at 8:21
As I stated, I took the comparison functions straight out of the book. (Page 218) here is a link: github.com/djtrack16/thyme/blob/master/computer%20science/⦠Maybe it was over the top. For almost most cases your functions will work and are much cheaper. So to be complete I should add the functionality as it is, but I very much like the simpler approach. Maybe add both?
â Binary Impact BIG
Apr 6 at 8:21
add a comment |Â
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I believe this is the same implementation that Unity uses for their Vector comparisons, at least the
V3Equal
andV4Equal
. Vector3 and Vector4 appear to have the same description. docs.unity3d.com/ScriptReference/Vector3-operator_eq.html docs.unity3d.com/ScriptReference/Vector4-operator_eq.html I'm guessing the difference lies in your bottom 4 functions though, I don't know a lot about the topic.â Shelby115
Apr 5 at 14:24
It is in fact the same implemantation. Though you can set an accuracy value in my class. And i dont know about the quaternion one :)
â Binary Impact BIG
Apr 5 at 17:52