?/TD>
Microsoft DirectX 9.0

D3DXQuaternionSquad Function


Interpolates between quaternions, using spherical quadrangle interpolation.

Syntax

D3DXQUATERNION *D3DXQuaternionSquad(      

    D3DXQUATERNION *pOut,     CONST D3DXQUATERNION *pQ1,     CONST D3DXQUATERNION *pA,     CONST D3DXQUATERNION *pB,     CONST D3DXQUATERNION *pC,     FLOAT t );

Parameters

pOut
[in, out] Pointer to the D3DXQUATERNION structure that is the result of the operation.
pQ1
[in] Pointer to a source D3DXQUATERNION structure.
pA
[in] Pointer to a source D3DXQUATERNION structure.
pB
[in] Pointer to a source D3DXQUATERNION structure.
pC
[in] Pointer to a source D3DXQUATERNION structure.
t
[in] Parameter that indicates how far to interpolate between the quaternions.

Return Value

Pointer to a D3DXQUATERNION structure that is the result of the spherical quadrangle interpolation.



Remarks

This function uses the following sequence of spherical linear interpolation operations: Slerp(Slerp(pQ1, pC, t), Slerp(pA, pB, t), 2t(1 - t))

The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXQuaternionSquad function can be used as a parameter for another function.

For an example of interpolating between quaternions, see Skinned Mesh Sample.

Function Information

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

See Also

D3DXQuaternionExp, D3DXQuaternionLn, D3DXQuaternionSquadSetup


© 2002 Microsoft Corporation. All rights reserved.