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. >
