mirror of
https://github.com/godotengine/godot.git
synced 2025-12-07 22:00:10 +00:00
Use Math::abs to avoid ambiguity with integer abs
This commit is contained in:
parent
3c0652699a
commit
5e6df6a196
1 changed files with 1 additions and 1 deletions
|
|
@ -268,7 +268,7 @@ Basis Basis::scaled_orthogonal(const Vector3 &p_scale) const {
|
|||
Vector3 dots;
|
||||
for (int i = 0; i < 3; i++) {
|
||||
for (int j = 0; j < 3; j++) {
|
||||
dots[j] += s[i] * abs(m.get_column(i).normalized().dot(b.get_column(j)));
|
||||
dots[j] += s[i] * Math::abs(m.get_column(i).normalized().dot(b.get_column(j)));
|
||||
}
|
||||
}
|
||||
if (sign != signbit(dots.x + dots.y + dots.z)) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue