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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-07-12 10:27:38 +0200
committerGitHub <noreply@github.com>2019-07-12 10:27:38 +0200
commitdfe228a865890931c6da7b98b53b6f0fe2555d15 (patch)
tree1e3318d79e9892e76e087737b156f35d6fc93605 /core
parent7a643acb1f47cf9c009a55cc2234409a25c01c7e (diff)
parent3aff6451143247b21c1dfb5f47d0f23cae79e8dd (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.h4
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);
}