直線上にある 2 つのベクトル間を補間します
t
で a
と b
の間を補間します。t
は、0-1 の範囲に固定されています。これは、直線状にあるポイント間(両端)で割合に対しての位置を取得するのに使用します(例えば徐々に目的地へ移動していくときに使用します)。
When t
= 0 returns a
.
When t
= 1 returns b
.
When t
= 0.5 returns the point midway between a
and b
.
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); } }
関連項目: Slerp, LerpUnclamped.