Interpolating vehicle positions between ScoringUpdates using quaternion

Discussion in 'Plugins' started by The Iron Wolf, Nov 29, 2016.

  1. The Iron Wolf

    The Iron Wolf Member

    Feb 20, 2016
    Likes Received:

    I am working on a shared memory plugin for rF2. I am not familiar with quaternions, but from what I read they might save me some cos/sin calls. In fact it's been many years since I worked on 3D games, so pardon for being noob.

    Currently, interpolation is done this way:
    · Calculate new localRotation based on rotationAcceleration.
    · Convert localRotation to world coordinates.
    · Build new orientation matrix by rotating around three axes. (this requires 12 sin/cos + 3 sqrt) calls per car.

    From what I read here I can reduce this to 4 calls + 1 sqrt per car. My issue is I don’t get how to get Angle mentioned in the article from rF2’s localRot? One thing I could think of is to rotate by each component, but that eliminates the benefits and I save nothing.

    Last edited: Nov 29, 2016

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