Microsoft DirectX 8.0 (C++)

D3DXQuaternionSquad

Interpolates between quaternions, using spherical quadrangle interpolation.

D3DXQUATERNION* D3DXQuaternionSquad(
  D3DXQUATERNION* pOut,
  CONST D3DXQUATERNION* pQ1,
  CONST D3DXQUATERNION* pQ2,
  CONST D3DXQUATERNION* pQ3,
  CONST D3DXQUATERNION* pQ4,
  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.
pQ2
[in] Pointer to a source D3DXQUATERNION structure.
pQ3
[in] Pointer to a source D3DXQUATERNION structure.
pQ4
[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(Q1, Q4, t), Slerp(Q2, Q3, 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