D3DXQuaternionSlerp function (D3DX10Math.h)
Note
The D3DX10 utility library is deprecated. We recommend that you use DirectXMath instead.
Interpolates between two quaternions, using spherical linear interpolation.
Syntax
D3DXQUATERNION* D3DXQuaternionSlerp(
_Inout_ D3DXQUATERNION *pOut,
_In_ const D3DXQUATERNION *pQ1,
_In_ const D3DXQUATERNION *pQ2,
_In_ FLOAT t
);
Parameters
-
pOut [in, out]
-
Type: D3DXQUATERNION*
Pointer to the D3DXQUATERNION that is the result of the operation.
-
pQ1 [in]
-
Type: const D3DXQUATERNION*
Pointer to a source D3DXQUATERNION structure.
-
pQ2 [in]
-
Type: const D3DXQUATERNION*
Pointer to a source D3DXQUATERNION structure.
-
t [in]
-
Type: FLOAT
Parameter that indicates how far to interpolate between the quaternions.
Return value
Type: D3DXQUATERNION*
Pointer to a D3DXQUATERNION structure that is the result of the interpolation.
Remarks
The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXQuaternionSlerp function can be used as a parameter for another function.
Use D3DXQuaternionNormalize for any quaternion input that is not already normalized.
Requirements
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Header |
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Library |
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See also