Make is_equal_approx have explicit float and double versions
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@ -423,7 +423,7 @@ Vector3 Vector3::normalized() const {
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bool Vector3::is_normalized() const {
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// use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
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return Math::is_equal_approx(length_squared(), 1.0, UNIT_EPSILON);
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return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON);
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}
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Vector3 Vector3::inverse() const {
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