Add assertions for checking against un-normalized direction vectors

This commit is contained in:
2024-07-20 15:33:27 +03:00
parent d879b8e064
commit 55d55212c3
7 changed files with 44 additions and 4 deletions

View File

@@ -1963,6 +1963,7 @@ bool TerrainPatch::UpdateCollision()
bool TerrainPatch::RayCast(const Vector3& origin, const Vector3& direction, float& resultHitDistance, float maxDistance) const
{
ASSERT(direction.IsNormalized());
if (_physicsShape == nullptr)
return false;
Vector3 shapePos;
@@ -1973,6 +1974,7 @@ bool TerrainPatch::RayCast(const Vector3& origin, const Vector3& direction, floa
bool TerrainPatch::RayCast(const Vector3& origin, const Vector3& direction, float& resultHitDistance, Vector3& resultHitNormal, float maxDistance) const
{
ASSERT(direction.IsNormalized());
if (_physicsShape == nullptr)
return false;
Vector3 shapePos;
@@ -1990,6 +1992,7 @@ bool TerrainPatch::RayCast(const Vector3& origin, const Vector3& direction, floa
bool TerrainPatch::RayCast(const Vector3& origin, const Vector3& direction, float& resultHitDistance, TerrainChunk*& resultChunk, float maxDistance) const
{
ASSERT(direction.IsNormalized());
if (_physicsShape == nullptr)
return false;
Vector3 shapePos;
@@ -2027,6 +2030,7 @@ bool TerrainPatch::RayCast(const Vector3& origin, const Vector3& direction, floa
bool TerrainPatch::RayCast(const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, float maxDistance) const
{
ASSERT(direction.IsNormalized());
if (_physicsShape == nullptr)
return false;
Vector3 shapePos;