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Microsoft DirectX 9.0 |
Returns a quaternion in Barycentric coordinates.
Syntax
D3DXQUATERNION *D3DXQuaternionBaryCentric(
D3DXQUATERNION *pOut, CONST D3DXQUATERNION *pQ1, CONST D3DXQUATERNION *pQ2, CONST D3DXQUATERNION *pQ3, FLOAT f, FLOAT g );
Parameters
- pOut
- [in, out] Pointer to the D3DXQUATERNION structure that is the result of the operation.
- pQ1
- [in] Pointer to a source D3DXQUATERNION structure.
- pQ2
- [in] Pointer to a source D3DXQUATERNION structure.
- pQ3
- [in] Pointer to a source D3DXQUATERNION structure.
- f
- [in] Weighting factor. See Remarks.
- g
- [in] Weighting factor. See Remarks.
Return Value
Pointer to a D3DXQUATERNION structure in Barycentric coordinates.
Remarks
To compute the Barycentric coordinates, the D3DXQuaternionBaryCentric function implements the following series of spherical linear interpolation operations: Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g))
The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXQuaternionBaryCentric function can be used as a parameter for another function.
Function Information
Header d3dx9math.h Import library d3dx9.lib Minimum operating systems Windows 98