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.
// Transforms to act as start and end markers for the journey.
var startMarker: Transform;
var endMarker: Transform;
// Movement speed in units/sec.
var speed = 1.0;
// Time when the movement started.
private var startTime: float;
// Total distance between the markers.
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 = (Time.time - startTime) * speed;
// Fraction of journey completed = current distance divided by total distance.
var fracJourney = 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 { public Transform startMarker; public Transform endMarker; public float speed = 1.0F; private float startTime; private float journeyLength; void Start() { startTime = Time.time; journeyLength = Vector3.Distance(startMarker.position, endMarker.position); } void Update() { float distCovered = (Time.time - startTime) * speed; float fracJourney = distCovered / journeyLength; transform.position = Vector3.Lerp(startMarker.position, endMarker.position, fracJourney); } }
See Also: Slerp, LerpUnclamped.
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