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8c7268664d
* Vector2i and Vector3i mul/div by a float results in Vector2 and Vector3 respectively. * Create specializations to allow proper bindings. This fixes #44408 and supersedes #44441 and keeps the same rule of int <op> float returnig float, like with scalars.
264 lines
9.8 KiB
XML
264 lines
9.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="float" version="4.0">
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<brief_description>
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Float built-in type.
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</brief_description>
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<description>
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The [float] built-in type is a 64-bit double-precision floating-point number, equivalent to [code]double[/code] in C++. This type has 14 reliable decimal digits of precision. The [float] type can be stored in [Variant], which is the generic type used by the engine. The maximum value of [float] is approximately [code]1.79769e308[/code], and the minimum is approximately [code]-1.79769e308[/code].
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Many methods and properties in the engine use 32-bit single-precision floating-point numbers instead, equivalent to [code]float[/code] in C++, which have 6 reliable decimal digits of precision. For data structures such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by default, but it can be changed to use 64-bit doubles if Godot is compiled with the [code]float=64[/code] option.
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Math done using the [float] type is not guaranteed to be exact or deterministic, and will often result in small errors. You should usually use the [method @GlobalScope.is_equal_approx] and [method @GlobalScope.is_zero_approx] methods instead of [code]==[/code] to compare [float] values for equality.
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</description>
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<tutorials>
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<link title="Wikipedia: Double-precision floating-point format">https://en.wikipedia.org/wiki/Double-precision_floating-point_format</link>
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<link title="Wikipedia: Single-precision floating-point format">https://en.wikipedia.org/wiki/Single-precision_floating-point_format</link>
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</tutorials>
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<constructors>
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<constructor name="float">
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<return type="float" />
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<description>
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Constructs a default-initialized [float] set to [code]0.0[/code].
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</description>
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</constructor>
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<constructor name="float">
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<return type="float" />
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<argument index="0" name="from" type="float" />
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<description>
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Constructs a [float] as a copy of the given [float].
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</description>
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</constructor>
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<constructor name="float">
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<return type="float" />
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<argument index="0" name="from" type="bool" />
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<description>
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Cast a [bool] value to a floating-point value, [code]float(true)[/code] will be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0.
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</description>
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</constructor>
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<constructor name="float">
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<return type="float" />
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<argument index="0" name="from" type="int" />
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<description>
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Cast an [int] value to a floating-point value, [code]float(1)[/code] will be equal to [code]1.0[/code].
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</description>
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</constructor>
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</constructors>
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<operators>
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<operator name="operator !=">
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<return type="bool" />
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<description>
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</description>
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</operator>
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<operator name="operator !=">
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<return type="bool" />
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<argument index="0" name="right" type="float" />
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<description>
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Returns [code]true[/code] if two floats are different from each other.
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</description>
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</operator>
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<operator name="operator !=">
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<return type="bool" />
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<argument index="0" name="right" type="int" />
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<description>
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Returns [code]true[/code] if the integer has different value than the float.
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</description>
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</operator>
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<operator name="operator *">
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<return type="Color" />
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<argument index="0" name="right" type="Color" />
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<description>
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Multiplies each component of the [Color] by the given [float].
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[codeblock]
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print(1.5 * Color(0.5, 0.5, 0.5)) # Color(0.75, 0.75, 0.75)
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[/codeblock]
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</description>
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</operator>
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<operator name="operator *">
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<return type="Quaternion" />
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<argument index="0" name="right" type="Quaternion" />
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<description>
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Multiplies each component of the [Quaternion] by the given [float]. This operation is not meaningful on its own, but it can be used as a part of a larger expression.
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector2" />
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<argument index="0" name="right" type="Vector2" />
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<description>
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Multiplies each component of the [Vector2] by the given [float].
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[codeblock]
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print(2.5 * Vector2(1, 3)) # Prints "(2.5, 7.5)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector2" />
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<argument index="0" name="right" type="Vector2i" />
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<description>
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Multiplies each component of the [Vector2i] by the given [float]. Returns a [Vector2].
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[codeblock]
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print(0.9 * Vector2i(10, 15)) # Prints "(9, 13.5)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector3" />
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<argument index="0" name="right" type="Vector3" />
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<description>
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Multiplies each component of the [Vector3] by the given [float].
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</description>
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</operator>
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<operator name="operator *">
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<return type="Vector3" />
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<argument index="0" name="right" type="Vector3i" />
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<description>
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Multiplies each component of the [Vector3i] by the given [float]. Returns a [Vector3].
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[codeblock]
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print(0.9 * Vector3i(10, 15, 20)) # Prints "(9, 13.5, 18)"
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[/codeblock]
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</description>
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</operator>
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<operator name="operator *">
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<return type="float" />
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<argument index="0" name="right" type="float" />
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<description>
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Multiplies two [float]s.
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</description>
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</operator>
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<operator name="operator *">
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<return type="float" />
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<argument index="0" name="right" type="int" />
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<description>
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Multiplies a [float] and an [int]. The result is a [float].
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</description>
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</operator>
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<operator name="operator +">
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<return type="float" />
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<argument index="0" name="right" type="float" />
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<description>
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Adds two floats.
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</description>
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</operator>
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<operator name="operator +">
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<return type="float" />
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<argument index="0" name="right" type="int" />
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<description>
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Adds a [float] and an [int]. The result is a [float].
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</description>
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</operator>
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<operator name="operator -">
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<return type="float" />
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<argument index="0" name="right" type="float" />
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<description>
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Subtracts a float from a float.
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</description>
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</operator>
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<operator name="operator -">
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<return type="float" />
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<argument index="0" name="right" type="int" />
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<description>
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Subtracts an [int] from a [float]. The result is a [float].
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</description>
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</operator>
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<operator name="operator /">
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<return type="float" />
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<argument index="0" name="right" type="float" />
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<description>
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Divides two floats.
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</description>
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</operator>
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<operator name="operator /">
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<return type="float" />
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<argument index="0" name="right" type="int" />
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<description>
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Divides a [float] by an [int]. The result is a [float].
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</description>
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</operator>
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<operator name="operator <">
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<return type="bool" />
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<argument index="0" name="right" type="float" />
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<description>
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Returns [code]true[/code] the left float is less than the right one.
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</description>
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</operator>
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<operator name="operator <">
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<return type="bool" />
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<argument index="0" name="right" type="int" />
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<description>
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Returns [code]true[/code] if this [float] is less than the given [int].
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</description>
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</operator>
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<operator name="operator <=">
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<return type="bool" />
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<argument index="0" name="right" type="float" />
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<description>
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Returns [code]true[/code] the left integer is less than or equal to the right one.
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</description>
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</operator>
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<operator name="operator <=">
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<return type="bool" />
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<argument index="0" name="right" type="int" />
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<description>
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Returns [code]true[/code] if this [float] is less than or equal to the given [int].
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</description>
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</operator>
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<operator name="operator ==">
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<return type="bool" />
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<description>
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</description>
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</operator>
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<operator name="operator ==">
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<return type="bool" />
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<argument index="0" name="right" type="float" />
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<description>
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Returns [code]true[/code] if both floats are exactly equal.
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[b]Note:[/b] Due to floating-point precision errors, consider using [method @GlobalScope.is_equal_approx] or [method @GlobalScope.is_zero_approx] instead, which are more reliable.
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</description>
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</operator>
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<operator name="operator ==">
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<return type="bool" />
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<argument index="0" name="right" type="int" />
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<description>
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Returns [code]true[/code] if the [float] and the given [int] are equal.
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</description>
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</operator>
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<operator name="operator >">
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<return type="bool" />
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<argument index="0" name="right" type="float" />
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<description>
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Returns [code]true[/code] the left float is greater than the right one.
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</description>
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</operator>
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<operator name="operator >">
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<return type="bool" />
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<argument index="0" name="right" type="int" />
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<description>
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Returns [code]true[/code] if this [float] is greater than the given [int].
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</description>
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</operator>
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<operator name="operator >=">
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<return type="bool" />
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<argument index="0" name="right" type="float" />
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<description>
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Returns [code]true[/code] the left float is greater than or equal to the right one.
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</description>
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</operator>
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<operator name="operator >=">
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<return type="bool" />
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<argument index="0" name="right" type="int" />
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<description>
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Returns [code]true[/code] if this [float] is greater than or equal to the given [int].
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</description>
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</operator>
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<operator name="operator unary+">
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<return type="float" />
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<description>
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Returns the same value as if the [code]+[/code] was not there. Unary [code]+[/code] does nothing, but sometimes it can make your code more readable.
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</description>
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</operator>
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<operator name="operator unary-">
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<return type="float" />
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<description>
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Returns the negative value of the [float]. If positive, turns the number negative. If negative, turns the number positive. With floats, the number zero can be either positive or negative.
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</description>
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</operator>
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</operators>
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</class>
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