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Microsoft DirectX 9.0 |
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
Header d3dx9math.h Import library d3dx9.lib Minimum operating systems Windows 98
See Also
D3DXQuaternionLn, D3DXQuaternionSquad