Пример #1
0
        public static bool operator >=(Vector2d left, Vector2d right)
        {
            if (Mathd.IsEqualApprox(left.x, right.x))
            {
                return(left.y >= right.y);
            }

            return(left.x >= right.x);
        }
Пример #2
0
        public static bool operator <=(Vector3d left, Vector3d right)
        {
            if (Mathd.IsEqualApprox(left.x, right.x))
            {
                if (Mathd.IsEqualApprox(left.y, right.y))
                {
                    return(left.z <= right.z);
                }
                return(left.y < right.y);
            }

            return(left.x < right.x);
        }
Пример #3
0
 public static bool operator >=(Vector4d left, Vector4d right)
 {
     if (Mathd.IsEqualApprox(left.x, right.x))
     {
         if (Mathd.IsEqualApprox(left.y, right.y))
         {
             if (Mathd.IsEqualApprox(left.z, right.z))
             {
                 return(left.w >= right.w);
             }
             return(left.z > right.z);
         }
         return(left.y > right.y);
     }
     return(left.x > right.x);
 }
Пример #4
0
 public bool Equals(Vector4d other)
 {
     return(Mathd.IsEqualApprox(x, other.x) && Mathd.IsEqualApprox(y, other.y) && Mathd.IsEqualApprox(z, other.z) && Mathd.IsEqualApprox(w, other.w));
 }
Пример #5
0
 /// <summary>
 /// Returns true if this vector and `other` are approximately equal, by running
 /// <see cref="Mathd.IsEqualApprox(double, double)"/> on each component.
 /// </summary>
 /// <param name="other">The other vector to compare.</param>
 /// <returns>Whether or not the vectors are approximately equal.</returns>
 public bool IsEqualApprox(Vector2d other)
 {
     return(Mathd.IsEqualApprox(x, other.x) && Mathd.IsEqualApprox(y, other.y));
 }
Пример #6
0
 /// <summary>
 /// Returns true if this quaternion and `other` are approximately equal, by running
 /// <see cref="Mathd.IsEqualApprox(double, double)"/> on each component.
 /// </summary>
 /// <param name="other">The other quaternion to compare.</param>
 /// <returns>Whether or not the quaternions are approximately equal.</returns>
 public bool IsEqualApprox(Quatd other)
 {
     return(Mathd.IsEqualApprox(x, other.x) && Mathd.IsEqualApprox(y, other.y) && Mathd.IsEqualApprox(z, other.z) && Mathd.IsEqualApprox(w, other.w));
 }
Пример #7
0
 public bool Equals(Planed other)
 {
     return(_normal == other._normal && Mathd.IsEqualApprox(D, other.D));
 }
Пример #8
0
 /// <summary>
 /// Returns true if this plane and `other` are approximately equal, by running
 /// <see cref="Mathd.IsEqualApprox(double, double)"/> on each component.
 /// </summary>
 /// <param name="other">The other plane to compare.</param>
 /// <returns>Whether or not the planes are approximately equal.</returns>
 public bool IsEqualApprox(Planed other)
 {
     return(_normal.IsEqualApprox(other._normal) && Mathd.IsEqualApprox(D, other.D));
 }