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returnQuaterniond::Squad(_t, p, a, b, q, _useShortestPath);
to use Slerp instead of Squad solves the issue:
return Quaterniond::Slerp(_t, p, q, _useShortestPath);
slerp.mp4
Is it an option to change this to slerp instead of squad?
Why was squad chosen (I don't find references through 'git blame', seems it was squad from the first commit?)
It seems this is a good reference wrt rotation interpolation:
I am using the gz-gui camera tracking plugin to adapt the simulation viewpoint throughout the simulation.
I noticed that motion is sometimes 'shaky' due to the rotation interpolation, e.g. :
squad.mp4
Changing this single line:
gz-math/src/RotationSpline.cc
Line 95 in 6460f7c
to use
Slerpinstead ofSquadsolves the issue:return Quaterniond::Slerp(_t, p, q, _useShortestPath);slerp.mp4
Is it an option to change this to slerp instead of squad?
Why was squad chosen (I don't find references through 'git blame', seems it was squad from the first commit?)
It seems this is a good reference wrt rotation interpolation:
https://splines.readthedocs.io/en/latest/rotation/index.html