Microsoft DirectX 8.1 (C++) |
D3DXQuaternionSquad
Interpolates between quaternions, using spherical quadrangle interpolation.
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 Values
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.
Requirements
Header: Declared in D3dx8math.h.
Import Library: Use D3dx8.lib.
See Also
D3DXQuaternionExp, D3DXQuaternionLn, D3DXQuaternionSquadSetup