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Microsoft DirectX 9.0

D3DXQuaternionExp Function


Calculates the exponential.

Syntax

D3DXQUATERNION *D3DXQuaternionExp(      

    D3DXQUATERNION *pOut,     CONST D3DXQUATERNION *pQ );

Parameters

pOut
[in, out] Pointer to the D3DXQUATERNION structure that is the result of the operation.
pQ
[in] Pointer to the source D3DXQUATERNION structure.

Return Value

Pointer to a D3DXQUATERNION structure that is the exponential.



Remarks

This method converts a pure quaternion to a unit quaternion. D3DXQuaternionExp expects a pure quaternion, where w is ignored in the calculation (w == 0).

Given a pure quaternion defined by:
q = (0, theta * v); 

This method calculates the exponential result.
exp(Q) = (cos(theta), sin(theta) * v)

where v is the vector portion of a quaternion.

The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXQuaternionExp function can be used as a parameter for another function.

The D3DXQuaternionSquadSetup method can also be used to set up the control points of a quaternion.

Function Information

Headerd3dx9math.h
Import libraryd3dx9.lib
Minimum operating systems Windows 98

See Also

D3DXQuaternionLn, D3DXQuaternionSquad


© 2002 Microsoft Corporation. All rights reserved.