Difference between revisions of "Slerp"
Jump to navigation
Jump to search
Line 6: | Line 6: | ||
</dl> | </dl> | ||
<lsl> | <lsl> | ||
rotation slerp( rotation a, rotation b, float f ) { | rotation slerp( rotation a, rotation b, float f ) { | ||
Line 13: | Line 12: | ||
angleBetween = angleBetween - TWO_PI; | angleBetween = angleBetween - TWO_PI; | ||
return a*llAxisAngle2Rot(llRot2Axis(b/a)*a, angleBetween*f); | return a*llAxisAngle2Rot(llRot2Axis(b/a)*a, angleBetween*f); | ||
} | }//Written by Francis Chung, Taken from http://forums.secondlife.com/showthread.php?p=536622 | ||
</lsl> | </lsl> |
Revision as of 10:17, 1 February 2007
-
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> 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);
}//Written by Francis Chung, Taken from http://forums.secondlife.com/showthread.php?p=536622 </lsl>