diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
index 1f5282e88f8..fa7838633c3 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
@@ -512,24 +512,24 @@ namespace Godot
/// Returns the result of the spherical linear interpolation between
/// this vector and by amount .
///
- /// Note: Both vectors must be normalized.
+ /// This method also handles interpolating the lengths if the input vectors have different lengths.
+ /// For the special case of one or both input vectors having zero length, this method behaves like [method lerp].
///
- /// The destination vector for interpolation. Must be normalized.
+ /// The destination vector for interpolation.
/// A value on the range of 0.0 to 1.0, representing the amount of interpolation.
/// The resulting vector of the interpolation.
public Vector2 Slerp(Vector2 to, real_t weight)
{
-#if DEBUG
- if (!IsNormalized())
- {
- throw new InvalidOperationException("Vector2.Slerp: From vector is not normalized.");
+ real_t startLengthSquared = LengthSquared();
+ real_t endLengthSquared = to.LengthSquared();
+ if (startLengthSquared == 0.0 || endLengthSquared == 0.0) {
+ // Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
+ return Lerp(to, weight);
}
- if (!to.IsNormalized())
- {
- throw new InvalidOperationException($"Vector2.Slerp: `{nameof(to)}` is not normalized.");
- }
-#endif
- return Rotated(AngleTo(to) * weight);
+ real_t startLength = Mathf.Sqrt(startLengthSquared);
+ real_t resultLength = Mathf.Lerp(startLength, Mathf.Sqrt(endLengthSquared), weight);
+ real_t angle = AngleTo(to);
+ return Rotated(angle * weight) * (resultLength / startLength);
}
///
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
index 433a5d9dc9c..0faf13f8b7d 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
@@ -549,25 +549,24 @@ namespace Godot
/// Returns the result of the spherical linear interpolation between
/// this vector and by amount .
///
- /// Note: Both vectors must be normalized.
+ /// This method also handles interpolating the lengths if the input vectors have different lengths.
+ /// For the special case of one or both input vectors having zero length, this method behaves like [method lerp].
///
- /// The destination vector for interpolation. Must be normalized.
+ /// The destination vector for interpolation.
/// A value on the range of 0.0 to 1.0, representing the amount of interpolation.
/// The resulting vector of the interpolation.
public Vector3 Slerp(Vector3 to, real_t weight)
{
-#if DEBUG
- if (!IsNormalized())
- {
- throw new InvalidOperationException("Vector3.Slerp: From vector is not normalized.");
+ real_t startLengthSquared = LengthSquared();
+ real_t endLengthSquared = to.LengthSquared();
+ if (startLengthSquared == 0.0 || endLengthSquared == 0.0) {
+ // Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
+ return Lerp(to, weight);
}
- if (!to.IsNormalized())
- {
- throw new InvalidOperationException($"Vector3.Slerp: `{nameof(to)}` is not normalized.");
- }
-#endif
- real_t theta = AngleTo(to);
- return Rotated(Cross(to), theta * weight);
+ real_t startLength = Mathf.Sqrt(startLengthSquared);
+ real_t resultLength = Mathf.Lerp(startLength, Mathf.Sqrt(endLengthSquared), weight);
+ real_t angle = AngleTo(to);
+ return Rotated(Cross(to).Normalized(), angle * weight) * (resultLength / startLength);
}
///