From 0d6e9de0b904aa5acdfcc56607a3aded431c2f6c Mon Sep 17 00:00:00 2001 From: Z0rb14n Date: Thu, 25 Jul 2024 18:40:29 -0700 Subject: [PATCH] Fix Vector3 Slerp Normalizing Zero Vectors Ported the existing zero length check in C++ into C#. --- .../mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs index 27f2713efa7..ef66d5bbe0d 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); } ///