Quaternion - Rewrite .slerp() and .slerpFlat()
#31875
Merged
+66
−65
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
This PR modifies
Quaternion.slerp()andQuaternion.slerpFlat()to use the same algorithm -- the one used by Unity and Filament.//
True spherical linear interpolation is unnecessary for small angles. Instead, linear interpolation followed by a re-normalization is used for small angles.
I noticed in the FBX and Collada skinning examples, the small-angle case occurs less than 2% of the time.
When switching to the algorithm used by Unity, the same skinning examples execute the small-angle case about 75% of the time.
The lesson here is to avoid using
Number.EPSILONindiscriminately.