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Note
The D3DX10 utility library is deprecated. We recommend that you use DirectXMath instead.
Calculates the exponential.
Syntax
D3DXQUATERNION* D3DXQuaternionExp(
_Inout_ D3DXQUATERNION *pOut,
_In_ const D3DXQUATERNION *pQ
);
Parameters
-
pOut [in, out]
-
Type: D3DXQUATERNION*
Pointer to the D3DXQUATERNION that is the result of the operation.
-
pQ [in]
-
Type: const D3DXQUATERNION*
Pointer to the source D3DXQUATERNION structure.
Return value
Type: D3DXQUATERNION*
Pointer to a D3DXQUATERNION structure that is the exponential.
Remarks
This method converts a pure quaternion to a unit quaternion. D3DXQuaternionExp expects a pure quaternion, where w is ignored in the calculation (w == 0).
Given a pure quaternion defined by:
q = (0, theta * v);
This method calculates the exponential result.
exp(Q) = (cos(theta), sin(theta) * v)
where v is the vector portion of a quaternion.
The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXQuaternionExp function can be used as a parameter for another function.
The D3DXQuaternionSquadSetup method can also be used to set up the control points of a quaternion.
Use D3DXQuaternionNormalize for any quaternion input that is not already normalized.
Requirements
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Header |
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Library |
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See also