Platform SDK: DirectX

D3DXQuaternionBaryCentric

The D3DXQuaternionBaryCentric function returns a quaternion in Barycentric coordinates.

D3DXQUATERNION* D3DXQuaternionBaryCentric(
  D3DXQUATERNION* pOut,
  const D3DXQUATERNION* pQ1,
  const D3DXQUATERNION* pQ2,
  const D3DXQUATERNION* pQ3,
  const D3DXQUATERNION* pQ4,
  float f,
  float g
); 

Parameters

pOut
A pointer to the D3DXQUATERNION structure that is the result of the operation.
pQ1
A pointer to a source D3DXQUATERNION structure.
pQ2
A pointer to a source D3DXQUATERNION structure.
pQ3
A pointer to a source D3DXQUATERNION structure.
pQ4
A pointer to a source D3DXQUATERNION structure.
f
A weighting factor. See remarks.
g
A weighting factor. See remarks.

Return Values

A pointer to a D3DXQUATERNION structure in Barycentric coordinates.

Remarks

In order 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

  Windows NT/2000: Requires Windows 2000.
  Windows 95/98: Requires Windows 95 or later. Available as a redistributable for Windows 95.
  Version: Requires DirectX 7.0.
  Header: Declared in d3dxmath.h.
  Library: Use d3dx.lib.