Microsoft DirectX 9.0

D3DXVec4BaryCentric Function

Returns a point in Barycentric coordinates, using the specified 4-D vectors.


D3DXVECTOR4 *WINAPI D3DXVec4BaryCentric(      

    D3DXVECTOR4 *pOut,     CONST D3DXVECTOR4 *pV1,     CONST D3DXVECTOR4 *pV2,     CONST D3DXVECTOR4 *pV3,     FLOAT f,     FLOAT g );


[out, retval] Pointer to the D3DXVECTOR4 structure that is the result of the operation.
[in] Pointer to a source D3DXVECTOR4 structure.
[in] Pointer to a source D3DXVECTOR4 structure.
[in] Pointer to a source D3DXVECTOR4 structure.
[in] Weighting factor. See Remarks.
[in] Weighting factor. See Remarks.

Return Value

Pointer to a D3DXVECTOR4 structure in Barycentric coordinates.


The D3DXVec4BaryCentric function provides a way to understand points in and around a triangle, independent of where the triangle is actually located. This function returns the resulting point by using the following equation: V1 + f(V2-V1) + g(V3-V1).

Any point in the plane V1V2V3 can be represented by the Barycentric coordinate ( f,g).The parameter f controls how much V2 gets weighted into the result and the parameter g controls how much V3 gets weighted into the result. Lastly, 1- f- g controls how much V1 gets weighted into the result.

Note the following relations.

Barycentric coordinates are a form of general coordinates. In this context, using Barycentric coordinates represents a change in coordinate systems. What holds true for Cartesian coordinates holds true for Barycentric coordinates.

The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXVec4BaryCentric function can be used as a parameter for another function.

Function Information

Import libraryd3dx9.lib
Minimum operating systems Windows 98

© 2002 Microsoft Corporation. All rights reserved.