Base: add overloaded method isIdentity() to Rotation and Placement that accepts a tolerance
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@@ -160,8 +160,10 @@ Returns True if all values in the quaternion representation are zero.</UserDocu>
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</Methode>
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<Methode Name="isIdentity" Const="true">
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<Documentation>
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<UserDocu>isIdentity() -> bool\n
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Returns True if the rotation equals the 4D identity matrix.</UserDocu>
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<UserDocu>isIdentity(tol=0) -> bool\n
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Returns True if the rotation equals the 4D identity matrix.
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tol : float\n Tolerance used to check for identity.
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If tol is negative or zero, no tolerance is used.</UserDocu>
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</Documentation>
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</Methode>
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<Attribute Name="Q" ReadOnly="false">
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