Difference between revisions of "Slerp"
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<lsl> | |||
//Taken from http://forums.secondlife.com/showthread.php?p=536622 | |||
rotation slerp( rotation a, rotation b, float f ) { | |||
float angleBetween = llAngleBetween(a, b); | |||
if ( angleBetween > PI ) | |||
angleBetween = angleBetween - TWO_PI; | |||
return a*llAxisAngle2Rot(llRot2Axis(b/a)*a, angleBetween*f); | |||
} | |||
</lsl> |
Revision as of 10:15, 1 February 2007
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Slerp is shorthand for spherical linear interpolation, introduced by Ken Shoemake in the context of quaternion interpolation for the purpose of animating 3D rotation. It refers to constant speed motion along a unit radius great circle arc, given the ends and an interpolation parameter between 0 and 1.
<lsl> //Taken from http://forums.secondlife.com/showthread.php?p=536622 rotation slerp( rotation a, rotation b, float f ) {
float angleBetween = llAngleBetween(a, b);
if ( angleBetween > PI ) angleBetween = angleBetween - TWO_PI; return a*llAxisAngle2Rot(llRot2Axis(b/a)*a, angleBetween*f);
} </lsl>