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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-07-12 10:27:38 +0200 |
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committer | GitHub <noreply@github.com> | 2019-07-12 10:27:38 +0200 |
commit | dfe228a865890931c6da7b98b53b6f0fe2555d15 (patch) | |
tree | 1e3318d79e9892e76e087737b156f35d6fc93605 /core | |
parent | 7a643acb1f47cf9c009a55cc2234409a25c01c7e (diff) | |
parent | 3aff6451143247b21c1dfb5f47d0f23cae79e8dd (diff) |
Merge pull request #30341 from Toshiwoz/master
when doing Vector3 slerp it is not necessary to have it normalized.
Diffstat (limited to 'core')
-rw-r--r-- | core/math/vector3.h | 4 |
1 files changed, 0 insertions, 4 deletions
diff --git a/core/math/vector3.h b/core/math/vector3.h index 811a207138..45bdfee487 100644 --- a/core/math/vector3.h +++ b/core/math/vector3.h @@ -219,10 +219,6 @@ Vector3 Vector3::linear_interpolate(const Vector3 &p_b, real_t p_t) const { } Vector3 Vector3::slerp(const Vector3 &p_b, real_t p_t) const { -#ifdef MATH_CHECKS - ERR_FAIL_COND_V(!is_normalized(), Vector3()); -#endif - real_t theta = angle_to(p_b); return rotated(cross(p_b).normalized(), theta * p_t); } |