Use CHECK_DEBUG over ASSERT in normalized direction checks

This commit is contained in:
2024-08-07 21:15:34 +03:00
parent a066e0078d
commit f759f94cfa
6 changed files with 40 additions and 40 deletions

View File

@@ -71,7 +71,7 @@ void Collider::SetContactOffset(float value)
bool Collider::RayCast(const Vector3& origin, const Vector3& direction, float& resultHitDistance, float maxDistance) const
{
ASSERT(direction.IsNormalized());
CHECK_RETURN_DEBUG(direction.IsNormalized(), false);
resultHitDistance = MAX_float;
if (_shape == nullptr)
return false;
@@ -80,7 +80,7 @@ bool Collider::RayCast(const Vector3& origin, const Vector3& direction, float& r
bool Collider::RayCast(const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, float maxDistance) const
{
ASSERT(direction.IsNormalized());
CHECK_RETURN_DEBUG(direction.IsNormalized(), false);
if (_shape == nullptr)
return false;
return PhysicsBackend::RayCastShape(_shape, _transform.Translation, _transform.Orientation, origin, direction, hitInfo, maxDistance);