3 ms·
I think calcPathPoints can be made more efficient by calculating the slerp only once (for t = 1/segments), and then maintaining stepQuat like: // before th
by creata 1y ago
I think calcPathPoints can be made more efficient by calculating the slerp only once (for t = 1/segments), and then maintaining stepQuat like:
// before the loop
let stepQuat = new THREE.Quaternion();
// at end of loop body
stepQuat.multiply(slerp);
Sorry if this was discussed in the article already.