Linearly interpolates between two vectors.
Interpolates between the vectors a
and b
by the interpolant t
. The parameter t
is clamped to the range [0, 1]. This is most commonly used to find a point some fraction of the way along a line between two endpoints (e.g. to move an object gradually between those points).
When t
= 0 returns a
.
When t
= 1 returns b
.
When t
= 0.5 returns the point midway between a
and b
.
#pragma strict public var startMarker: Transform; public var endMarker: Transform; public var speed: float = 1.0F; private var startTime: float; private var journeyLength: float; function Start() { // Keep a note of the time the movement started. startTime = Time.time; // Calculate the journey length. journeyLength = Vector3.Distance(startMarker.position, endMarker.position); } // Follows the target position like with a spring function Update() { // Distance moved = time * speed. var distCovered: float = (Time.time - startTime) * speed; // Fraction of journey completed = current distance divided by total distance. var fracJourney: float = distCovered / journeyLength; // Set our position as a fraction of the distance between the markers. transform.position = Vector3.Lerp(startMarker.position, endMarker.position, fracJourney); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { // Transforms to act as start and end markers for the journey. public Transform startMarker; public Transform endMarker;
// Movement speed in units/sec. public float speed = 1.0F;
// Time when the movement started. private float startTime;
// Total distance between the markers. private float journeyLength;
void Start() { // Keep a note of the time the movement started. startTime = Time.time;
// Calculate the journey length. journeyLength = Vector3.Distance(startMarker.position, endMarker.position); }
// Follows the target position like with a spring void Update() { // Distance moved = time * speed. float distCovered = (Time.time - startTime) * speed;
// Fraction of journey completed = current distance divided by total distance. float fracJourney = distCovered / journeyLength;
// Set our position as a fraction of the distance between the markers. transform.position = Vector3.Lerp(startMarker.position, endMarker.position, fracJourney); } }
See Also: Slerp, LerpUnclamped.