I've recently added lots of functionality to Sandy Quaternions in Haxe
trunk,
including Slerp and Lerp. It is used for the MD3 model inter-frame tag
interpolation.

/haxe/trunk/sandy/core/data/Quaternion.hx

Russell

On Fri, Apr 10, 2009 at 4:04 PM, Makc <[email protected]> wrote:

>
> Does anyone have seen some free quaternion based code doing thing
> similar to player v10 Matrix3D interpolate?
>
> In my tests, based on Matrix3D.rotationMatrix(x, y, z, angle) or
> similar, there is significant divergency of basis vectors. Simple
> orthonormalization a-la Gram/Schmidt prevents divergency, but adds
> "preferred" direction into cocktail, and other suggested methods of
> orthonormalization
> (
> http://sci.tech-archive.net/Archive/sci.math.num-analysis/2007-05/msg00114.html
> )
> are getting too complex for this should-have-been-simple thing. So, I
> thought, maybe quaternion implementation will not suffer this problem?
> This is not engine-specific, so please post whatever comes close.
>

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