Smooth interpolation between two matrices
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Posted 01 October 2012 - 04:24 AM
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Posted 01 October 2012 - 04:35 AM
my blog (German)
#3 Members - Reputation: 336
Posted 01 October 2012 - 04:53 AM
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Posted 01 October 2012 - 05:37 AM
If you want to do spherical interpolation (rotation), then you should use quaternions. A 2d space is just a plane in a 3d space, therefore you can use 3d math (just set one component to zero).Since it's 2D I don't need quaternions.
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#5 Members - Reputation: 336
Posted 01 October 2012 - 06:16 AM
startAng + (endAng - strtAng) * tso you can't persuade me to use quaternions
BTW I solve a problem. Flash uses it's own skew matrix. I found an algorithm. Flawless victory.
#6 Members - Reputation: 501
Posted 01 October 2012 - 06:16 AM
Also note that you can't directly interpolate rotation matrices - or, well, you can but it's ugly. If you don't care about smooth interpolations, then you can always do a (1.0-A)*M1+A*M2 [where 0<=a<=1] linear interpolation... but that's horrid for just about any practical use for rotation matrices. As for your translation and scale, that can be linearly interpolated without much concern.
Oof, I just realized all this was said above. Still, it's good info.
#8 Members - Reputation: 6183
Posted 01 October 2012 - 09:15 AM
The true analog of quaternions for 2D rotations is complex numbers. Just as with quaternions, rotations are represented by unit-length complex numbers, and you can slerp between them just fine. The conversion from angle to complex number is cos(alpha)+sin(alpha)*i. When you want to apply the rotation to a point (x,y), interpret the point as x+y*i and multiply it by the complex number.
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Posted 01 October 2012 - 11:17 AM
Of course, in 2D you often have cases where you don't restrict yourself to one rotation, and you wish to interpolate between -pi rad and 11pi rad doing several full rotations as part of it.
That can be done in 3D as well, but it's not a commonly desired behavior. When it is, chances are the situation is best described by an initial attitude and an angular velocity to be integrated. This also works in 2D.
Edited by alvaro, 01 October 2012 - 11:17 AM.






