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| author | Benji <[email protected]> | 2024-04-17 02:10:48 -0400 |
|---|---|---|
| committer | GitHub <[email protected]> | 2024-04-17 08:10:48 +0200 |
| commit | 4491ff04262d11cf8f66e1bd6145c1a8d30bb503 (patch) | |
| tree | 8ca8566aa46295f1f8b70a2a5c257034481981d3 /src/raymath.h | |
| parent | e42f9263b81e925d4a8023673c5983e83ae094f7 (diff) | |
| download | raylib-4491ff04262d11cf8f66e1bd6145c1a8d30bb503.tar.gz raylib-4491ff04262d11cf8f66e1bd6145c1a8d30bb503.zip | |
Replaced SQUAD quat interpolation with cubic hermite to align with gltf 2.0 spec (#3920)
Diffstat (limited to 'src/raymath.h')
| -rw-r--r-- | src/raymath.h | 30 |
1 files changed, 22 insertions, 8 deletions
diff --git a/src/raymath.h b/src/raymath.h index 8b2bbed5..19625f10 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -956,7 +956,7 @@ RMAPI Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount) } // Calculate cubic hermite interpolation between two vectors and their tangents -// taken directly from: https://en.wikipedia.org/wiki/Cubic_Hermite_spline +// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic RMAPI Vector3 Vector3CubicHermite(Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount) { Vector3 result = { 0 }; @@ -2213,15 +2213,29 @@ RMAPI Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount) return result; } -// Calculate quaternion cubic spline interpolation using the SQUAD algorithm -// roughly adapted from the SQUAD algorithm presented here: https://roboop.sourceforge.io/htmldoc/robotse9.html -RMAPI Quaternion QuaternionCubicSpline(Quaternion q1, Quaternion tangent1, Quaternion q2, Quaternion tangent2, float amount) +// Calculate quaternion cubic spline interpolation using Cubic Hermite Spline algorithm +// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic +RMAPI Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t) { - Quaternion slerp1 = QuaternionSlerp(q1, q2, amount); - Quaternion slerp2 = QuaternionSlerp(tangent1, tangent2, amount); - float t = 2 * amount * (1 - amount); + float t2 = t * t; + float t3 = t2 * t; + float h00 = 2 * t3 - 3 * t2 + 1; + float h10 = t3 - 2 * t2 + t; + float h01 = -2 * t3 + 3 * t2; + float h11 = t3 - t2; + + Quaternion p0 = QuaternionScale(q1, h00); + Quaternion m0 = QuaternionScale(outTangent1, h10); + Quaternion p1 = QuaternionScale(q2, h01); + Quaternion m1 = QuaternionScale(inTangent2, h11); + + Quaternion result = { 0 }; + + result = QuaternionAdd(p0, m0); + result = QuaternionAdd(result, p1); + result = QuaternionAdd(result, m1); + result = QuaternionNormalize(result); - Quaternion result = QuaternionSlerp(slerp1, slerp2, t); return result; } |
