de.javagl.jgltf.model.animation.SlerpQuaternionInterpolator Maven / Gradle / Ivy
/*
* www.javagl.de - JglTF
*
* Copyright 2015-2016 Marco Hutter - http://www.javagl.de
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
package de.javagl.jgltf.model.animation;
/**
* An {@link Interpolator} that performs a spherical linear interpolation
* (SLERP) between quaternions, given as arrays of length 4
*/
class SlerpQuaternionInterpolator implements Interpolator
{
@Override
public void interpolate(float[] a, float[] b, float alpha, float[] result)
{
// Adapted from javax.vecmath.Quat4f
float ax = a[0];
float ay = a[1];
float az = a[2];
float aw = a[3];
float bx = b[0];
float by = b[1];
float bz = b[2];
float bw = b[3];
float dot = ax * bx + ay * by + az * bz + aw * bw;
if (dot < 0)
{
bx = -bx;
by = -by;
bz = -bz;
bw = -bw;
dot = -dot;
}
float epsilon = 1e-6f;
float s0, s1;
if ((1.0 - dot) > epsilon)
{
float omega = (float)Math.acos(dot);
float invSinOmega = 1.0f / (float)Math.sin(omega);
s0 = (float)Math.sin((1.0 - alpha) * omega) * invSinOmega;
s1 = (float)Math.sin(alpha * omega) * invSinOmega;
}
else
{
s0 = 1.0f - alpha;
s1 = alpha;
}
float rx = s0 * ax + s1 * bx;
float ry = s0 * ay + s1 * by;
float rz = s0 * az + s1 * bz;
float rw = s0 * aw + s1 * bw;
result[0] = rx;
result[1] = ry;
result[2] = rz;
result[3] = rw;
}
}
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