Platform SDK: DirectX |
The D3DXQUATERNION structure describes a quaternion.
typedef struct D3DXQUATERNION { float x, y, z, w; } D3DXQUATERNION;
Quaternions add a fourth element to the [x, y, z] values that define a vector, resulting in arbitrary 4-D vectors. However, the following illustrates how each element of a unit quaternion relates to an axis-angle rotation (where q represents a unit quaternion (x, y, z, w), axis is normalized, and theta is the desired CCW rotation about the axis):
q.x = sin(theta/2) * axis.x q.y = sin(theta/2) * axis.y q.z = sin(theta/2) * axis.z q.w = cos(theta/2)
C++ programmers can take advantage of operator overloading and type casting. The C++ implementation of the D3DXQUATERNION structure implements overloaded constructors and overloaded assignment, unary and binary (including equality) operators. For more information, see C++ Specific Features.
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.
D3DXPlaneDot, D3DXPlaneDotCoord, D3DXPlaneDotNormal, D3DXPlaneIntersectLine, D3DXPlaneFromPointNormal, D3DXPlaneFromPoints, D3DXPlaneTransform