Interpolates between quaternions, using spherical quadrangle interpolation.
D3DXQUATERNION * D3DXQuaternionSquad( D3DXQUATERNION * pOut, CONST D3DXQUATERNION * pQ1, CONST D3DXQUATERNION * pA, CONST D3DXQUATERNION * pB, CONST D3DXQUATERNION * pC, FLOAT t );
Pointer to a D3DXQUATERNION structure that is the result of the spherical quadrangle interpolation.
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.
For an example of interpolating between quaternions, see SkinnedMesh Sample.
Use D3DXQuaternionNormalize for any quaternion input that is not already normalized.
Header: Declared in D3dx9math.h.
D3DXQuaternionExp, D3DXQuaternionLn, D3DXQuaternionSquadSetup