XMQuaternionSquadV function (directxmath.h)

Interpolates between four unit quaternions, using spherical quadrangle interpolation.

Syntax

XMVECTOR XM_CALLCONV XMQuaternionSquadV(
  [in] FXMVECTOR Q0,
  [in] FXMVECTOR Q1,
  [in] FXMVECTOR Q2,
  [in] GXMVECTOR Q3,
  [in] HXMVECTOR T
) noexcept;

Parameters

[in] Q0

First unit quaternion.

[in] Q1

Second unit quaternion.

[in] Q2

Third unit quaternion.

[in] Q3

Fourth unit quaternion.

[in] T

Interpolation control factor. All components of this vector must be the same.

Return value

Returns the interpolated quaternion. If Q0, Q1, Q2, and Q3 are not unit quaternions, the resulting interpolation is undefined.

Remarks

The DirectXMath quaternion functions use an XMVECTOR 4-vector to represent quaternions, where the X, Y, and Z components are the vector part and the W component is the scalar part.

This function is identical to XMQuaternionSquad except that T is supplied using a 4D vector instead of a float value.

Platform Requirements

Microsoft Visual Studio 2010 or Microsoft Visual Studio 2012 with the Windows SDK for Windows 8. Supported for Win32 desktop apps, Windows Store apps, and Windows Phone 8 apps.

Requirements

Requirement Value
Target Platform Windows
Header directxmath.h

See also

DirectXMath Library Quaternion Functions

XMQuaternionSquad

XMQuaternionSquadSetup