Platform SDK: DirectX |
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 );
A pointer to a D3DXQUATERNION structure in Barycentric coordinates.
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.
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.