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Microsoft DirectX 9.0 |
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
Header d3dx9math.h Import library d3dx9.lib Minimum operating systems Windows 98
See Also
D3DXQuaternionExp, D3DXQuaternionLn, D3DXQuaternionSquadSetup