Improve math module (#396)
* Improve math module - Mark almost everything constexpr - Equality (a == b) is now exact, down to the bit level. If you want approximate equality use the new ApproxEqual method/static method - Rename Nz::Extend to Nz::Extent - Removed Make[] and Set[] methods in favor of their static counterpart and operator=
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@@ -181,15 +181,15 @@ SCENARIO("RigidBody2D", "[PHYSICS2D][RIGIDBODY2D]")
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{
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CHECK(body.GetAngularVelocity() == angularSpeed);
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CHECK(body.GetRotation() == angularSpeed);
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CHECK(body.GetAABB().ApproxEquals(Nz::Rectf(-6.f, 3.f, 2.f, 1.f), 0.00001f));
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CHECK(body.GetAABB().ApproxEqual(Nz::Rectf(-6.f, 3.f, 2.f, 1.f), 0.00001f));
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world.Step(Nz::Time::Second());
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CHECK(body.GetRotation() == 2.f * angularSpeed);
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CHECK(body.GetAABB().ApproxEquals(Nz::Rectf(-4.f, -6.f, 1.f, 2.f), 0.00001f));
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CHECK(body.GetAABB().ApproxEqual(Nz::Rectf(-4.f, -6.f, 1.f, 2.f), 0.00001f));
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world.Step(Nz::Time::Second());
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CHECK(body.GetRotation() == 3.f * angularSpeed);
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CHECK(body.GetAABB().ApproxEquals(Nz::Rectf(4.f, -4.f, 2.f, 1.f), 0.00001f));
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CHECK(body.GetAABB().ApproxEqual(Nz::Rectf(4.f, -4.f, 2.f, 1.f), 0.00001f));
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world.Step(Nz::Time::Second());
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CHECK(body.GetRotation() == 4.f * angularSpeed);
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