My slerp routine is below. From what I've read, the check against > 0 should handle it so it always takes the shortest path. But it never does. In the case where I cross a "pole", the quaternion flips out and produces angles with NAN values.
quat quat::slerp(quat dest, float t)
{
const quat &from = *this;
static const double epsilon = 0.0001;
double theta, cosTheta, sinTheta;
double p, q;
cosTheta = from.x*dest.x + from.y*dest.y + from.z*dest.z + from.w*dest.w;
if(cosTheta < 0.0)
{
dest = { -from.x, -from.y, -from.z, -from.w };
cosTheta = -cosTheta;
}
if((1.0-fabs(cosTheta)) > epsilon)
{
theta = acos(cosTheta);
sinTheta = sin(theta);
q = sin((1-t) * theta) / sinTheta;
p = sin(t*theta) / sinTheta;
}
else
{
q = 1-t;
p = t;
}
quat qo;
qo.w = (float)((q * from.w) + (p * dest.w));
qo.x = (float)((q * from.x) + (p * dest.x));
qo.y = (float)((q * from.y) + (p * dest.y));
qo.z = (float)((q * from.z) + (p * dest.z));
return qo;
}
Maybe there are other bugs as well, but this line certainly has one:
dest = { -from.x, -from.y, -from.z, -from.w };
It overwrites dest
with -from
, which is not correct. It should be:
dest = { -dest.x, -dest.y, -dest.z, -dest.w };