# quat_interpolate(3alleg4) [centos man page]

```quat_interpolate(3alleg4)					  Allegro manual					 quat_interpolate(3alleg4)

NAME
quat_interpolate - Constructs a quaternion representing a rotation between from and to. Allegro game programming library.

SYNOPSIS
#include <allegro.h>

void quat_interpolate(const QUAT *from, const QUAT *to, float t, QUAT *out);

DESCRIPTION
Constructs  a  quaternion  that	represents  a rotation between from and to.  The argument t can be anything between 0 and 1 and represents
where between from and to the result will be. 0 returns from, 1 returns to, and 0.5 will return a rotation exactly in between.  The  result
is copied to out. This function will create the short rotation (less than 180 degrees) between from and to.

exquat(3alleg4)

Allegro 							   version 4.4.2					 quat_interpolate(3alleg4)```

## Check Out this Related Man Page

```exquat(3alleg4) 						  Allegro manual						   exquat(3alleg4)

NAME
exquat - A comparison between Euler angles and quaternions. Allegro game programming library.

SYNOPSIS
#include <allegro.h>

Example exquat

DESCRIPTION
Euler  angles  are  convenient  for  storing  and creating 3D orientations.  However, this program demonstrates that they are not good when
interpolating between two different orientations. The problem is solved by using Allegro's quaternion operations.

In this program, two cubes are rotated between random orientations.  Notice that although they have the same beginning and ending  orienta-
tions, they do not follow the same path between orientations.

One  cube  is being rotated by directly incrementing or decrementing the Euler angles from the starting point to the ending point.  This is
an intuitive notion, but it is incorrect because it does not cause the object to turn around a single unchanging  axis  of  rotation.   The
axis  of  rotation  wobbles resulting in the object spinning in strange ways. The object will eventually end up in the orientation that the
user intended, but it gets there in a way that is unattractive.	Imagine if this method was used to update the position of a  camera  in  a
game! Sometimes it would swing wildly and disorient the player.

The other cube is animated using quaternions. This results in a much more pleasing animation because the cube turns around a single axis of
rotation.

BITMAP(3alleg4),   END_OF_MAIN(3alleg4),   MATRIX_f(3alleg4),   QUAT(3alleg4),	acquire_bitmap(3alleg4),   allegro_error(3alleg4),   alle-
gro_init(3alleg4),    allegro_message(3alleg4),	  apply_matrix_f(3alleg4),    blit(3alleg4),	circle(3alleg4),    clear_keybuf(3alleg4),
clear_to_color(3alleg4),    create_bitmap(3alleg4),    desktop_palette(3alleg4),    destroy_bitmap(3alleg4),    font(3alleg4),	  get_cam-
era_matrix_f(3alleg4), get_rotation_matrix(3alleg4), get_rotation_matrix_f(3alleg4), get_rotation_quat(3alleg4), install_keyboard(3alleg4),
keypressed(3alleg4), line(3alleg4),  matrix_mul_f(3alleg4),  palette_color(3alleg4),  persp_project_f(3alleg4),	quat_interpolate(3alleg4),
quat_to_matrix(3alleg4),   readkey(3alleg4),   release_bitmap(3alleg4),	rest(3alleg4),	screen(3alleg4),  set_gfx_mode(3alleg4),  set_pal-
ette(3alleg4), set_projection_viewport(3alleg4), textout_ex(3alleg4)

Allegro 							   version 4.4.2						   exquat(3alleg4)```
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