Microsoft DirectX 9.0 SDK Update (October 2004)

UnsafeNativeMethods.Quaternion.BaryCentric Method

Language:

Note: This documentation is preliminary and is subject to change.

Returns a quaternion in barycentric coordinates.

Note: For programming in Microsoft® Visual Basic® .NET or Microsoft® JScript® .NET, use the equivalent method in the Microsoft.DirectX structures.

Definition

Visual Basic .NET Public Shared Function BaryCentric( _
    ByVal pOut As Quaternion, _
    ByVal pQuat1 As Quaternion, _
    ByVal pQuat2 As Quaternion, _
    ByVal pQuat3 As Quaternion, _
    ByVal f As Single, _
    ByVal g As Single _
) As Quaternion
C# public static Quaternion BaryCentric(
    Quaternion pOut,
    Quaternion pQuat1,
    Quaternion pQuat2,
    Quaternion pQuat3,
    float f,
    float g
);
Managed C++ public: static Quaternion BaryCentric(
    Quaternion pOut,
    Quaternion pQuat1,
    Quaternion pQuat2,
    Quaternion pQuat3,
    float f,
    float g
);
JScript .NET public static function BaryCentric(
    pOut : Quaternion,
    pQuat1 : Quaternion,
    pQuat2 : Quaternion,
    pQuat3 : Quaternion,
    f : float,
    g : float
) : Quaternion;

Parameters

pOut Microsoft.DirectX.Quaternion. Resulting Quaternion structure in barycentric coordinates.
pQuat1 Microsoft.DirectX.Quaternion. Source Quaternion structure.
pQuat2 Microsoft.DirectX.Quaternion. Source Quaternion structure.
pQuat3 Microsoft.DirectX.Quaternion. Source Quaternion structure.
f System.Single. Weighting factor. See Remarks.
g System.Single. Weighting factor. See Remarks.

Return Value

Microsoft.DirectX.Quaternion . Resulting Quaternion structure in barycentric coordinates.

Remarks

To compute the barycentric coordinates, the BaryCentric method implements the following series of spherical linear interpolation operations.

Slerp(Slerp(pQuat1, pQuat2, f + g))

Slerp(pQuat1, pQuat3, f + g)

g/(f + g)

The return value for this method is the same value returned in the pOut parameter. Resultantly, the BaryCentric method can be used as a parameter for another method.

See Also


© 2004 Microsoft Corporation. All rights reserved. Terms of use.

Feedback? Please provide us with your comments on this topic.
For more help, visit the DirectX Developer Center