Microsoft DirectX 8.1 (C++)

D3DXQuaternionBaryCentric

Returns a quaternion in Barycentric coordinates.

D3DXQUATERNION* D3DXQuaternionBaryCentric(
  D3DXQUATERNION* pOut,
  CONST D3DXQUATERNION* pQ1,
  CONST D3DXQUATERNION* pQ2,
  CONST D3DXQUATERNION* pQ3,
  FLOAT f,
  FLOAT g
); 

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.
f
[in] Weighting factor. See Remarks.
g
[in] Weighting factor. See Remarks.

Return Values

Pointer to a D3DXQUATERNION structure in Barycentric coordinates.

Remarks

To compute the Barycentric coordinates, the D3DXQuaternionBaryCentric function implements the following series of spherical linear interpolation operations: Slerp(Slerp(Q1, Q2, f+g), Slerp(Q1, Q3, f+g), g/(f+g))

The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXQuaternionBaryCentric function can be used as a parameter for another function.

Requirements

  Header: Declared in D3dx8math.h.
  Import Library: Use D3dx8.lib.