Use CHECK_DEBUG over ASSERT in normalized direction checks
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@@ -952,7 +952,7 @@ void DebugDraw::DrawActorsTree(Actor* actor)
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void DebugDraw::DrawAxisFromDirection(const Vector3& origin, const Vector3& direction, float size, float duration, bool depthTest)
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{
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ASSERT(direction.IsNormalized());
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CHECK_DEBUG(direction.IsNormalized());
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const auto rot = Quaternion::FromDirection(direction);
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const Vector3 up = (rot * Vector3::Up);
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const Vector3 forward = (rot * Vector3::Forward);
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@@ -978,7 +978,7 @@ void DebugDraw::DrawRay(const Vector3& origin, const Vector3& direction, const C
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void DebugDraw::DrawRay(const Vector3& origin, const Vector3& direction, const Color& color, float length, float duration, bool depthTest)
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{
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ASSERT(direction.IsNormalized());
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CHECK_DEBUG(direction.IsNormalized());
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if (isnan(length) || isinf(length))
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return;
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DrawLine(origin, origin + (direction * length), color, duration, depthTest);
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