Animation::AxisInterpolation::AxisInterpolation(const float *axis1, const float *axis2)
{
// Compute a normalized vector halfway between the two endpoints
- float half[3];
float a1_len = 0;
float h_len = 0;
+ float cos_half = 0;
for(unsigned i=0; i<3; ++i)
{
- half[i] = (axis1[i]+axis2[i])/2;
+ float half_i = (axis1[i]+axis2[i])/2;
+ cos_half += axis1[i]*half_i;
a1_len += axis1[i]*axis1[i];
- h_len += half[i]*half[i];
+ h_len += half_i*half_i;
}
// Compute correction factors for smooth interpolation
- float cos_half = (axis1[0]*half[0]+axis1[1]*half[1]+axis1[2]*half[2])/sqrt(a1_len*h_len);
+ cos_half = min(max(cos_half/sqrt(a1_len*h_len), -1.0f), 1.0f);
float angle = acos(cos_half);
slope = (angle ? angle/tan(angle) : 1);
scale = cos_half;