when doing Vector3 slerp it is not necessary to have it normalized.
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@ -219,10 +219,6 @@ Vector3 Vector3::linear_interpolate(const Vector3 &p_b, real_t p_t) const {
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}
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}
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Vector3 Vector3::slerp(const Vector3 &p_b, real_t p_t) const {
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Vector3 Vector3::slerp(const Vector3 &p_b, real_t p_t) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V(!is_normalized(), Vector3());
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#endif
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real_t theta = angle_to(p_b);
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real_t theta = angle_to(p_b);
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return rotated(cross(p_b).normalized(), theta * p_t);
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return rotated(cross(p_b).normalized(), theta * p_t);
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}
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}
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