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List:       osflash-sandy
Subject:    Re: [Sandy] [away3d] Interpolating 3D matrices, quaternions?
From:       Russell Weir <damonsbane () gmail ! com>
Date:       2009-04-10 23:16:27
Message-ID: fb1c4a8b0904101616y699bc857q26e9cdeaff1393fa () mail ! gmail ! com
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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 <makc.the.great@gmail.com> 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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