Difference between revisions of "Slerp"

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<lsl>
<lsl>
//Taken from http://forums.secondlife.com/showthread.php?p=536622
//Written by, Francis Chung, Taken from http://forums.secondlife.com/showthread.php?p=536622
rotation slerp( rotation a, rotation b, float f ) {
rotation slerp( rotation a, rotation b, float f ) {
     float angleBetween = llAngleBetween(a, b);
     float angleBetween = llAngleBetween(a, b);
     if ( angleBetween > PI )
     if ( angleBetween > PI )
         angleBetween = angleBetween - TWO_PI;
         angleBetween = angleBetween - TWO_PI;

Revision as of 11:16, 1 February 2007

"Wikipedia logo"Slerp

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> //Written by, Francis Chung, 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>