D3DXQuaternionSquad function (D3DX10Math.h)

Note

The D3DX10 utility library is deprecated. We recommend that you use DirectXMath instead.

Interpolates between quaternions, using spherical quadrangle interpolation.

Syntax

D3DXQUATERNION* D3DXQuaternionSquad(
  _Inout_       D3DXQUATERNION *pOut,
  _In_    const D3DXQUATERNION *pQ1,
  _In_    const D3DXQUATERNION *pA,
  _In_    const D3DXQUATERNION *pB,
  _In_    const D3DXQUATERNION *pC,
  _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.

pA [in]

Type: const D3DXQUATERNION*

Pointer to a source D3DXQUATERNION structure.

pB [in]

Type: const D3DXQUATERNION*

Pointer to a source D3DXQUATERNION structure.

pC [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 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.

Use D3DXQuaternionNormalize for any quaternion input that is not already normalized.

Requirements

Requirement Value
Header
D3DX10Math.h
Library
D3DX10.lib

See also

Math Functions