Platform SDK: DirectX

D3DXQuaternionSquad

The D3DXQuaternionSquad function interpolates between quaternions, using spherical quadrangle interpolation.

D3DXQUATERNION* D3DXQuaternionSquad(
  D3DXQUATERNION* pOut,
  const D3DXQUATERNION* pQ1,
  const D3DXQUATERNION* pQ2,
  const D3DXQUATERNION* pQ3,
  const D3DXQUATERNION* pQ4,
  float t
); 

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.
t
The parameter indicates how far to interpolate between the quaternions.

Return Values

A pointer to a D3DXQUATERNION structure that is the result of the spherical quadrangle interpolation.

Remarks

The function uses the following sequence of spherical linear interpolation operations: Slerp(Slerp(Q1, Q4, t), Slerp(Q2, Q3, 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.

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.

See Also

D3DXQuaternionExp, D3DXQuaternionLn