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-rwxr-xr-xsrc/jogl/classes/com/jogamp/opengl/math/Quaternion.java69
1 files changed, 39 insertions, 30 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java b/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
index e9e29fe2f..0cc5f5ae7 100755
--- a/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/Quaternion.java
@@ -265,42 +265,51 @@ public class Quaternion {
}
/** Set this quaternion from a Sphereical interpolation
- * of two param quaternion, used mostly for rotational animation
+ * of two param quaternion, used mostly for rotational animation.
+ * <p>
+ * Note: Method does not normalize this quaternion!
+ * </p>
+ * <p>
+ * See http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
+ * </p>
* @param a initial quaternion
* @param b target quaternion
* @param t float between 0 and 1 representing interp.
*/
- public void slerp(Quaternion a,Quaternion b, float t)
- {
- float omega, cosom, sinom, sclp, sclq;
- cosom = a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w;
- if ((1.0f+cosom) > FloatUtil.E) {
- if ((1.0f-cosom) > FloatUtil.E) {
- omega = (float)FloatUtil.acos(cosom);
- sinom = (float)FloatUtil.sin(omega);
- sclp = (float)FloatUtil.sin((1.0f-t)*omega) / sinom;
- sclq = (float)FloatUtil.sin(t*omega) / sinom;
- }
- else {
- sclp = 1.0f - t;
- sclq = t;
- }
- x = sclp*a.x + sclq*b.x;
- y = sclp*a.y + sclq*b.y;
- z = sclp*a.z + sclq*b.z;
- w = sclp*a.w + sclq*b.w;
+ public void slerp(Quaternion a, Quaternion b, float t) {
+ final float cosom = a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
+ final float t1 = 1.0f - t;
+
+ // if the two quaternions are close, just use linear interpolation
+ if (cosom >= 0.95f) {
+ x = a.x * t1 + b.x * t;
+ y = a.y * t1 + b.y * t;
+ z = a.z * t1 + b.z * t;
+ w = a.w * t1 + b.w * t;
+ return;
}
- else {
- x =-a.y;
- y = a.x;
- z =-a.w;
- w = a.z;
- sclp = FloatUtil.sin((1.0f-t) * FloatUtil.PI * 0.5f);
- sclq = FloatUtil.sin(t * FloatUtil.PI * 0.5f);
- x = sclp*a.x + sclq*b.x;
- y = sclp*a.y + sclq*b.y;
- z = sclp*a.z + sclq*b.z;
+
+ // the quaternions are nearly opposite, we can pick any axis normal to a,b
+ // to do the rotation
+ if (cosom <= -0.99f) {
+ x = 0.5f * (a.x + b.x);
+ y = 0.5f * (a.y + b.y);
+ z = 0.5f * (a.z + b.z);
+ w = 0.5f * (a.w + b.w);
+ return;
}
+
+ // cosom is now withion range of acos, do a SLERP
+ final float sinom = FloatUtil.sqrt(1.0f - cosom * cosom);
+ final float omega = FloatUtil.acos(cosom);
+
+ final float scla = FloatUtil.sin(t1 * omega) / sinom;
+ final float sclb = FloatUtil.sin( t * omega) / sinom;
+
+ x = a.x * scla + b.x * sclb;
+ y = a.y * scla + b.y * sclb;
+ z = a.z * scla + b.z * sclb;
+ w = a.w * scla + b.w * sclb;
}
/** Check if this quaternion is empty, ie (0,0,0,1)