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@@ -692,10 +692,18 @@ namespace Godot
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// Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
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return Lerp(to, weight);
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}
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+ Vector3 axis = Cross(to);
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+ real_t axisLengthSquared = axis.LengthSquared();
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+ if (axisLengthSquared == 0.0)
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+ {
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+ // Colinear vectors have no rotation axis or angle between them, so the best we can do is lerp.
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+ return Lerp(to, weight);
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+ }
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+ axis /= Mathf.Sqrt(axisLengthSquared);
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real_t startLength = Mathf.Sqrt(startLengthSquared);
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real_t resultLength = Mathf.Lerp(startLength, Mathf.Sqrt(endLengthSquared), weight);
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real_t angle = AngleTo(to);
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- return Rotated(Cross(to).Normalized(), angle * weight) * (resultLength / startLength);
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+ return Rotated(axis, angle * weight) * (resultLength / startLength);
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}
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/// <summary>
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