mirror of
https://github.com/g-truc/glm.git
synced 2024-11-26 10:14:35 +00:00
Resolved quaternion slerp interpolation, implemented by mix function
This commit is contained in:
parent
b5274bfa52
commit
6f22430bbc
@ -451,19 +451,33 @@ namespace detail
|
||||
T const & a
|
||||
)
|
||||
{
|
||||
detail::tquat<T> z = y;
|
||||
|
||||
T cosTheta = dot(x, y);
|
||||
if(glm::abs(cosTheta - T(1)) <= epsilon<T>())
|
||||
|
||||
// If cosTheta < 0, the interpolation will take the long way around the sphere.
|
||||
// To fix this, one quat must be negated.
|
||||
if (cosTheta < T(0))
|
||||
{
|
||||
z = -y;
|
||||
cosTheta = -cosTheta;
|
||||
}
|
||||
|
||||
// Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) becoming a zero denominator
|
||||
if(cosTheta > T(1) - epsilon<T>())
|
||||
{
|
||||
// Linear interpolation
|
||||
return detail::tquat<T>(
|
||||
mix(x.w, y.w, a),
|
||||
mix(x.x, y.x, a),
|
||||
mix(x.y, y.y, a),
|
||||
mix(x.z, y.z, a),
|
||||
mix(x.w, y.w, a));
|
||||
mix(x.z, y.z, a));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Essential Mathematics, page 467
|
||||
T angle = acos(cosTheta);
|
||||
return (glm::sin((T(1) - a) * angle) * x + glm::sin(a * angle) * y) / glm::sin(angle);
|
||||
return (sin((T(1) - a) * angle) * x + sin(a * angle) * z) / sin(angle);
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user