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Docs do not mention normal needing to be unit length, and code does not check for it either. It just renders weird and kinda wrong most of the time. I think having glam asserts on would catch it, but ideally the docs are either updated to make this requirement clear, or the bevy normalizes the vector silently.
The text was updated successfully, but these errors were encountered:
# Objective
Fix weird visuals when drawing a gizmo with a non-normed normal.
Fixes#11401
## Solution
Just normalize right before we draw. Could do it when constructing the
builder but that seems less consistent.
## Changelog
- gizmos.circle normal is now a Direction3d instead of a Vec3.
## Migration Guide
- Pass a Direction3d for gizmos.circle normal, eg.
`Direction3d::new(vec).unwrap_or(default)` or potentially
`Direction3d::new_unchecked(vec)` if you know your vec is definitely
normalized.
Function in question: https://github.com/bevyengine/bevy/blob/main/crates/bevy_gizmos/src/circles.rs#L21
Docs do not mention normal needing to be unit length, and code does not check for it either. It just renders weird and kinda wrong most of the time. I think having glam asserts on would catch it, but ideally the docs are either updated to make this requirement clear, or the bevy normalizes the vector silently.
The text was updated successfully, but these errors were encountered: