diff options
Diffstat (limited to 'src/jogl/classes')
-rwxr-xr-x | src/jogl/classes/com/jogamp/opengl/math/Quaternion.java | 69 |
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) |