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Note
The D3DX utility library is deprecated. We recommend that you use DirectXMath instead.
Returns a quaternion in barycentric coordinates.
Syntax
D3DXQUATERNION* D3DXQuaternionBaryCentric(
_Inout_ D3DXQUATERNION *pOut,
_In_ const D3DXQUATERNION *pQ1,
_In_ const D3DXQUATERNION *pQ2,
_In_ const D3DXQUATERNION *pQ3,
_In_ FLOAT f,
_In_ FLOAT g
);
Parameters
-
pOut [in, out]
-
Type: D3DXQUATERNION*
Pointer to the D3DXQUATERNION structure that is the result of the operation.
-
pQ1 [in]
-
Type: const D3DXQUATERNION*
Pointer to a source D3DXQUATERNION structure.
-
pQ2 [in]
-
Type: const D3DXQUATERNION*
Pointer to a source D3DXQUATERNION structure.
-
pQ3 [in]
-
Type: const D3DXQUATERNION*
Pointer to a source D3DXQUATERNION structure.
-
f [in]
-
Type: FLOAT
Weighting factor. See Remarks.
-
g [in]
-
Type: FLOAT
Weighting factor. See Remarks.
Return value
Type: D3DXQUATERNION*
Pointer to a D3DXQUATERNION structure in Barycentric coordinates.
Remarks
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.
Use D3DXQuaternionNormalize for any quaternion input that is not already normalized.
Barycentric coordinates define a point inside a triangle in terms of the triangle's vertices. For a more in-depth description of barycentric coordinates, see Mathworld's Barycentric Coordinates Description.
Requirements
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Header |
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Library |
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See also