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Based on GLMs implementation with added logic to handle:
This makes it identical in behavior to Godot's and Unity's slerp implementations
slerp
for vectors (feature request) #377Notes
Vec3::rotate_towards
as well making use ofslerp
, but I noticed that the behavior ofVec2::rotate_towards
is different.Vec2::rotate_towards
rotatesself
to be parallel torhs
, it doesn't ever becomerhs
If they have different lengths - I have updated the docs to reflect this -. Aslerp
based implementation would behave that way, and having different behavior betweenVec2
andVec3
for the same method would be undesirable.33ns~
vs36ns~
) while also accounting for parallel vectors in the opposite direction which Godot's implementation doesn't do.