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authorZ0rb14n <babybluewoof@gmail.com>2024-07-25 18:40:29 -0700
committerZ0rb14n <babybluewoof@gmail.com>2024-07-26 09:04:54 -0700
commit0d6e9de0b904aa5acdfcc56607a3aded431c2f6c (patch)
tree6d2907b149ad76395ff0dfc501e4e52bed3936b1
parente343dbbcc1030f04dc5833f1c19d267a17332ca9 (diff)
downloadredot-engine-0d6e9de0b904aa5acdfcc56607a3aded431c2f6c.tar.gz
Fix Vector3 Slerp Normalizing Zero Vectors
Ported the existing zero length check in C++ into C#.
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs10
1 files changed, 9 insertions, 1 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
index 27f2713efa..ef66d5bbe0 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
@@ -692,10 +692,18 @@ namespace Godot
// Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
return Lerp(to, weight);
}
+ Vector3 axis = Cross(to);
+ real_t axisLengthSquared = axis.LengthSquared();
+ if (axisLengthSquared == 0.0)
+ {
+ // Colinear vectors have no rotation axis or angle between them, so the best we can do is lerp.
+ return Lerp(to, weight);
+ }
+ axis /= Mathf.Sqrt(axisLengthSquared);
real_t startLength = Mathf.Sqrt(startLengthSquared);
real_t resultLength = Mathf.Lerp(startLength, Mathf.Sqrt(endLengthSquared), weight);
real_t angle = AngleTo(to);
- return Rotated(Cross(to).Normalized(), angle * weight) * (resultLength / startLength);
+ return Rotated(axis, angle * weight) * (resultLength / startLength);
}
/// <summary>