Quaternion.Slerp 方法

定义

使用球状线性插入方法在方向之间进行插入,如 Quaternion 结构所示。Interpolates between orientations, represented as Quaternion structures, using spherical linear interpolation.

重载

Slerp(Quaternion, Quaternion, Double)

使用球状线性插入方式,在两个方向之间进行插入。Interpolates between two orientations using spherical linear interpolation.

Slerp(Quaternion, Quaternion, Double, Boolean)

使用球状线性插入方法在方向之间进行插入,如 Quaternion 结构所示。Interpolates between orientations, represented as Quaternion structures, using spherical linear interpolation.

Slerp(Quaternion, Quaternion, Double)

使用球状线性插入方式,在两个方向之间进行插入。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

参数

from
Quaternion

表示起始方向的 QuaternionQuaternion that represents the starting orientation.

to
Quaternion

表示结束方向的 QuaternionQuaternion that represents the ending orientation.

t
Double

插入系数。Interpolation coefficient.

返回

Quaternion

表示插入所得方向的 QuaternionQuaternion that represents the orientation resulting from the interpolation.

注解

球状线性内插适用于对三维模型进行动画处理,因为它在不同的模型方向之间提供平滑转换。Spherical linear interpolation is useful for animating a three-dimensional models because it provides smooth transitions between different orientations of the model.

适用于

Slerp(Quaternion, Quaternion, Double, Boolean)

使用球状线性插入方法在方向之间进行插入,如 Quaternion 结构所示。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

参数

from
Quaternion

表示起始方向的 QuaternionQuaternion that represents the starting orientation.

to
Quaternion

表示结束方向的 QuaternionQuaternion that represents the ending orientation.

t
Double

插入系数。Interpolation coefficient.

useShortestPath
Boolean

指示是否计算四维单位球体中构成最短圆弧的四元数的布尔值。Boolean that indicates whether to compute quaternions that constitute the shortest possible arc on a four-dimensional unit sphere.

返回

Quaternion

表示插入所得方向的 QuaternionQuaternion that represents the orientation resulting from the interpolation.

注解

球状线性内插适用于对三维模型进行动画处理,因为它在不同的模型方向之间提供平滑转换。Spherical linear interpolation is useful for animating a three-dimensional models because it provides smooth transitions between different orientations of the model.

适用于