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Quaternion Cubic Splines
I devised a manner of solving natural cubic splines in S3. It wasn't torque-minimal like some of the nice papers out there by people who know better. But what it was was a general solution that would work with any arbitrary number of points in the spline. I used it for my work project, the VWRL, which is written in Java. I implemented it here in C++, however amidst all the (few) capabilities of this demo, it never displays the quaternion cubic interpolation in action. I did develop some documents on how I came up with the formula. It's still in the works. If I find more time I'll post it as well. Controls:
Downloads Download the Source Code HereDownload the Windows Binary Here Source Code Dependencies: M_System3D, M_Math3D, M_Foundation |
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