Slerp.java
/*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed with
* this work for additional information regarding copyright ownership.
* The ASF licenses this file to You under the Apache License, Version 2.0
* (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package org.apache.commons.numbers.quaternion;
import java.util.function.DoubleFunction;
/**
* Perform spherical linear interpolation (<a href="https://en.wikipedia.org/wiki/Slerp">Slerp</a>).
*
* The <em>Slerp</em> algorithm is designed to interpolate smoothly between
* two rotations/orientations, producing a constant-speed motion along an arc.
* The original purpose of this algorithm was to animate 3D rotations. All output
* quaternions are in positive polar form, meaning a unit quaternion with a positive
* scalar component.
*/
public class Slerp implements DoubleFunction<Quaternion> {
/**
* Threshold max value for the dot product.
* If the quaternion dot product is greater than this value (i.e. the
* quaternions are very close to each other), then the quaternions are
* linearly interpolated instead of spherically interpolated.
*/
private static final double MAX_DOT_THRESHOLD = 0.9995;
/** Start of the interpolation. */
private final Quaternion start;
/** End of the interpolation. */
private final Quaternion end;
/** Linear or spherical interpolation algorithm. */
private final DoubleFunction<Quaternion> algo;
/**
* Create an instance.
*
* @param start Start of the interpolation.
* @param end End of the interpolation.
*/
public Slerp(Quaternion start,
Quaternion end) {
this.start = start.positivePolarForm();
final Quaternion e = end.positivePolarForm();
double dot = this.start.dot(e);
// If the dot product is negative, then the interpolation won't follow the shortest
// angular path between the two quaterions. In this case, invert the end quaternion
// to produce an equivalent rotation that will give us the path we want.
if (dot < 0) {
dot = -dot;
this.end = e.negate();
} else {
this.end = e;
}
algo = dot > MAX_DOT_THRESHOLD ?
new Linear() :
new Spherical(dot);
}
/**
* Performs the interpolation.
* The rotation returned by this method is controlled by the interpolation parameter, {@code t}.
* All other values are interpolated (or extrapolated if {@code t} is outside of the
* {@code [0, 1]} range). The returned quaternion is in positive polar form, meaning that it
* is a unit quaternion with a positive scalar component.
*
* @param t Interpolation control parameter.
* When {@code t = 0}, a rotation equal to the start instance is returned.
* When {@code t = 1}, a rotation equal to the end instance is returned.
* @return an interpolated quaternion in positive polar form.
*/
@Override
public Quaternion apply(double t) {
// Handle no-op cases.
if (t == 0) {
return start;
} else if (t == 1) {
// Call to "positivePolarForm()" is required because "end" might
// not be in positive polar form.
return end.positivePolarForm();
}
return algo.apply(t);
}
/**
* Linear interpolation, used when the quaternions are too closely aligned.
*/
private final class Linear implements DoubleFunction<Quaternion> {
/** Package-private constructor. */
Linear() {}
/** {@inheritDoc} */
@Override
public Quaternion apply(double t) {
final double f = 1 - t;
return Quaternion.of(f * start.getW() + t * end.getW(),
f * start.getX() + t * end.getX(),
f * start.getY() + t * end.getY(),
f * start.getZ() + t * end.getZ()).positivePolarForm();
}
}
/**
* Spherical interpolation, used when the quaternions are too closely aligned.
* When we may end up dividing by zero (cf. 1/sin(theta) term below).
* {@link Linear} interpolation must be used.
*/
private final class Spherical implements DoubleFunction<Quaternion> {
/** Angle of rotation. */
private final double theta;
/** Sine of {@link #theta}. */
private final double sinTheta;
/**
* @param dot Dot product of the start and end quaternions.
*/
Spherical(double dot) {
theta = Math.acos(dot);
sinTheta = Math.sin(theta);
}
/** {@inheritDoc} */
@Override
public Quaternion apply(double t) {
final double f1 = Math.sin((1 - t) * theta) / sinTheta;
final double f2 = Math.sin(t * theta) / sinTheta;
return Quaternion.of(f1 * start.getW() + f2 * end.getW(),
f1 * start.getX() + f2 * end.getX(),
f1 * start.getY() + f2 * end.getY(),
f1 * start.getZ() + f2 * end.getZ()).positivePolarForm();
}
}
}