Quaternion.Slerp Method
Definition
Important
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Interpolates between orientations, represented as Quaternion structures, using spherical linear interpolation.
Overloads
Slerp(Quaternion, Quaternion, Double) |
Interpolates between two orientations using spherical linear interpolation. |
Slerp(Quaternion, Quaternion, Double, Boolean) |
Interpolates between orientations, represented as Quaternion structures, using spherical linear interpolation. |
Slerp(Quaternion, Quaternion, Double)
Interpolates between two orientations using spherical linear interpolation.
public:
static System::Windows::Media::Media3D::Quaternion Slerp(System::Windows::Media::Media3D::Quaternion from, System::Windows::Media::Media3D::Quaternion to, double t);
public static System.Windows.Media.Media3D.Quaternion Slerp (System.Windows.Media.Media3D.Quaternion from, System.Windows.Media.Media3D.Quaternion to, double t);
static member Slerp : System.Windows.Media.Media3D.Quaternion * System.Windows.Media.Media3D.Quaternion * double -> System.Windows.Media.Media3D.Quaternion
Public Shared Function Slerp (from As Quaternion, to As Quaternion, t As Double) As Quaternion
Parameters
- from
- Quaternion
Quaternion that represents the starting orientation.
- to
- Quaternion
Quaternion that represents the ending orientation.
- t
- Double
Interpolation coefficient.
Returns
Quaternion that represents the orientation resulting from the interpolation.
Remarks
Spherical linear interpolation is useful for animating a three-dimensional models because it provides smooth transitions between different orientations of the model.
Applies to
Slerp(Quaternion, Quaternion, Double, Boolean)
Interpolates between orientations, represented as Quaternion structures, using spherical linear interpolation.
public:
static System::Windows::Media::Media3D::Quaternion Slerp(System::Windows::Media::Media3D::Quaternion from, System::Windows::Media::Media3D::Quaternion to, double t, bool useShortestPath);
public static System.Windows.Media.Media3D.Quaternion Slerp (System.Windows.Media.Media3D.Quaternion from, System.Windows.Media.Media3D.Quaternion to, double t, bool useShortestPath);
static member Slerp : System.Windows.Media.Media3D.Quaternion * System.Windows.Media.Media3D.Quaternion * double * bool -> System.Windows.Media.Media3D.Quaternion
Public Shared Function Slerp (from As Quaternion, to As Quaternion, t As Double, useShortestPath As Boolean) As Quaternion
Parameters
- from
- Quaternion
Quaternion that represents the starting orientation.
- to
- Quaternion
Quaternion that represents the ending orientation.
- t
- Double
Interpolation coefficient.
- useShortestPath
- Boolean
Boolean that indicates whether to compute quaternions that constitute the shortest possible arc on a four-dimensional unit sphere.
Returns
Quaternion that represents the orientation resulting from the interpolation.
Remarks
Spherical linear interpolation is useful for animating a three-dimensional models because it provides smooth transitions between different orientations of the model.
Applies to
.NET
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