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@@ -141,7 +141,7 @@ cylinder.updateGeometry();
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You can specify two rotations, and then have jme calculate (interpolate) the steps between two rotations:
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* com.jme3.math.Quaternion, slerp() – store an interpolated step between two rotations
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-** link:https://javadoc.jmonkeyengine.org/index.html?com/jme3/math/Quaternion.html[com.jme3.math.Quaternion]
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+** link:{link-javadoc}/com/jme3/math/Quaternion.html[com.jme3.math.Quaternion]
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//** link:{link-javadoc}/com/jme/math/TransformQuaternion.html[com.jme.math.TransformQuaternion]
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@@ -188,5 +188,5 @@ This here is just about rotation, but there are three types of 3-D transformatio
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You can do all transformations in individual steps (and then update the objects geometry and bounds), or you can combine them and transform the object in one step. If you have a lot of repetitive movement going on in your game it's worth learning more about <<jme3/matrix#,Matrix4f>> for optimization. JME can also help you interpolate the steps between two fixed transformations.
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* com.jme3.math.Transform, interpolateTransforms() – interpolate a step between two transformations
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-** link:https://javadoc.jmonkeyengine.org/index.html?com/jme3/math/Transform.html[com.jme.math.Transform]
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+** link:{link-javadoc}/com/jme3/math/Transform.html[com.jme.math.Transform]
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* In case you missed it, see also <<jme3/quaternion#,Quaternion>>.
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