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-rw-r--r--core/math/vector2.h15
-rw-r--r--core/math/vector3.h12
2 files changed, 20 insertions, 7 deletions
diff --git a/core/math/vector2.h b/core/math/vector2.h
index 493e0af27d..e45e011d64 100644
--- a/core/math/vector2.h
+++ b/core/math/vector2.h
@@ -261,11 +261,16 @@ Vector2 Vector2::lerp(const Vector2 &p_to, const real_t p_weight) const {
}
Vector2 Vector2::slerp(const Vector2 &p_to, const real_t p_weight) const {
-#ifdef MATH_CHECKS
- ERR_FAIL_COND_V_MSG(!is_normalized(), Vector2(), "The start Vector2 must be normalized.");
-#endif
- real_t theta = angle_to(p_to);
- return rotated(theta * p_weight);
+ real_t start_length_sq = length_squared();
+ real_t end_length_sq = p_to.length_squared();
+ if (unlikely(start_length_sq == 0.0 || end_length_sq == 0.0)) {
+ // Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
+ return lerp(p_to, p_weight);
+ }
+ real_t start_length = Math::sqrt(start_length_sq);
+ real_t result_length = Math::lerp(start_length, Math::sqrt(end_length_sq), p_weight);
+ real_t angle = angle_to(p_to);
+ return rotated(angle * p_weight) * (result_length / start_length);
}
Vector2 Vector2::direction_to(const Vector2 &p_to) const {
diff --git a/core/math/vector3.h b/core/math/vector3.h
index 1861627718..d7a72b05a8 100644
--- a/core/math/vector3.h
+++ b/core/math/vector3.h
@@ -240,8 +240,16 @@ Vector3 Vector3::lerp(const Vector3 &p_to, const real_t p_weight) const {
}
Vector3 Vector3::slerp(const Vector3 &p_to, const real_t p_weight) const {
- real_t theta = angle_to(p_to);
- return rotated(cross(p_to).normalized(), theta * p_weight);
+ real_t start_length_sq = length_squared();
+ real_t end_length_sq = p_to.length_squared();
+ if (unlikely(start_length_sq == 0.0 || end_length_sq == 0.0)) {
+ // Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
+ return lerp(p_to, p_weight);
+ }
+ real_t start_length = Math::sqrt(start_length_sq);
+ real_t result_length = Math::lerp(start_length, Math::sqrt(end_length_sq), p_weight);
+ real_t angle = angle_to(p_to);
+ return rotated(cross(p_to).normalized(), angle * p_weight) * (result_length / start_length);
}
real_t Vector3::distance_to(const Vector3 &p_to) const {