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Showing results for tags 'quaternions'.
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Good day, Sir. First, I want to say Thanks to everyone, who spent time to read this, I will be glad and happy to hear any advices or notes about this issue. Here is a PG: https://www.babylonjs-playground.com/#AI1MQC#2 Please, hide the SetEnviroment(), getPointsArray() and cameraMoveAnimation() functions bodies to make code more readable, I specially out them from main code. As you can see, there is 2 important lines: 82 and 83. Each points from "points" array is a real data from real project, that is not random numbers. So, the camera should move from: point1 to point2, then p
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Good day everyone, here is playground attempt: https://www.babylonjs-playground.com/#74G81U I'm trying to make movement from point1 to point2 by arcus of sphere, and the core goal is to prevent gimbal lock in points of pi/2. Example demonstrates my attemps to make movement from the end of red line to the end of green line though rotating with quaternions around their cross product. The question is: should start quaternion be from target.position.toQuaternion() ? which property should be used in animation object? Thank you for any advices and notes. Theoreti
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Hi there, by default it seems the ANIMATIONTYPE_QUATERNION slerps between 2 quaternions the short way (270 degrees turns into -90 for instance). If I compute the angle between the 2 quaterinon and determine that it's more than 180, how would I go about slerping it the long way? I tried looking at the code but variable names such as num1 num2 num3 num4 num5 num6 didn't really help Any help appreciated! Cheers, Quaternion.Slerp = function (left, right, amount) { var num2; var num3; var num = amount; var num4 = (((le