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
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See also