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@ -451,19 +451,33 @@ namespace detail |
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T const & a |
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T const & a |
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) |
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) |
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{ |
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{ |
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detail::tquat<T> z = y; |
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T cosTheta = dot(x, y); |
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T cosTheta = dot(x, y); |
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if(glm::abs(cosTheta - T(1)) <= epsilon<T>()) |
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// If cosTheta < 0, the interpolation will take the long way around the sphere. |
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// To fix this, one quat must be negated. |
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if (cosTheta < T(0)) |
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{ |
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z = -y; |
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cosTheta = -cosTheta; |
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} |
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// Perform a linear interpolation when cosTheta is close to 1 to avoid side effect of sin(angle) becoming a zero denominator |
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if(cosTheta > T(1) - epsilon<T>()) |
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{ |
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{ |
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// Linear interpolation |
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return detail::tquat<T>( |
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return detail::tquat<T>( |
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mix(x.w, y.w, a), |
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mix(x.x, y.x, a), |
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mix(x.x, y.x, a), |
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mix(x.y, y.y, a), |
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mix(x.y, y.y, a), |
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mix(x.z, y.z, a), |
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mix(x.z, y.z, a)); |
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mix(x.w, y.w, a)); |
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} |
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} |
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else |
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else |
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{ |
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{ |
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// Essential Mathematics, page 467 |
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T angle = acos(cosTheta); |
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T angle = acos(cosTheta); |
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return (glm::sin((T(1) - a) * angle) * x + glm::sin(a * angle) * y) / glm::sin(angle); |
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return (sin((T(1) - a) * angle) * x + sin(a * angle) * z) / sin(angle); |
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} |
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} |
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} |
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} |
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