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DirectX Rotations

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Published on Feb 11, 2010

Rotations:

Matrix Euler (left) Calculate the Euler angle for the timestep and then create corresponding rotation matrix: This rotation suffers from Gimbal Lock

Matrix Linear (top) Create the rotation matrix for start and finish location and combine to form rotation matrix at a timestep: Note the warping of the object

Quaternion SLERP (Right) Spherical linear interpolation creates a smooth rotation with uniform angular velocity around a fixed axis

Quaternion LERP (Bottom) Linear interpolation between start and end quaternion: It is necessary to check the dot product of the angle to ensure we rotate the correct direction

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