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  Using Quat4f correctly  (Read 673 times)
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Offline Herkules

Senior Member




Friendly fire isn't friendly!


« Posted 2003-02-24 15:39:33 »

Hi community!

I've been failing to use Quat4f in a robust manner now several times. I just
want to do an interpolation of orientation. Most of the time, the results
seem to be OK, but sometimes using Matrix4f#setRotation(Quat4f) leads to
totally distorted results.

I suppose it has to do with my not-so-good understanding of quaternion math.
But how do I have to setup quaternion solutions that deliver a rocksolid
result? Where's my mistake?

Are there better ways to do so? Interpolate an axisangle? Somehow?


Here is the code I use e.g.

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    private final       Quat4f          mSrcOrientation     = new Quat4f();
    private final       Quat4f          mDstOrientation     = new Quat4f();

....

        data.position().get( mSrcOrientation );
        mLocData.position().get( mDstOrientation );
        mDstOrientation.interpolate( mSrcOrientation,  dt / mTime );

        data.position().setRotation( mDstOrientation );

HARDCODE    --     DRTS/FlyingGuns/JPilot/JXInput  --    skype me: joerg.plewe
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