Method Interpolate
Interpolate(in RigidTransform, in RigidTransform, float)
Compute a simple interpolated transform for the graphical representation of a rigid body between previousTransform
and currentTransform
.
Because bodies' motion is often deflected during a physics step when there is a contact event, using this method can make bodies appear to change direction before a collision is actually visible.
Simulation: Graphical Interpolation:
O (t=2) O (t=2)
(t=0) O / (t=0) O o
\ / o o
\ O (t=1) O (t=1)
_________\/_________ ____________________
(Note that for cartoons, an animator would use squash and stretch to force a body to make contact even if it is technically not hitting on a specific frame.) See InterpolateUsingVelocity(in RigidTransform, in PhysicsVelocity, in PhysicsVelocity, in PhysicsMass, float, float) for an alternative approach.
Declaration
public static RigidTransform Interpolate(in RigidTransform previousTransform, in RigidTransform currentTransform, float normalizedTimeAhead)
Parameters
Type | Name | Description |
---|---|---|
RigidTransform | previousTransform | The transform of the rigid body before physics stepped. |
RigidTransform | currentTransform | The transform of the rigid body after physics has stepped (i.e., the value of its LocalTransform components). |
float | normalizedTimeAhead | A value in the range [0, 1] indicating how many seconds the current elapsed time for graphics is ahead of the elapsed time when physics last stepped, as a proportion of the fixed timestep used by physics. |
Returns
Type | Description |
---|---|
RigidTransform | An interpolated transform for a rigid body's graphical representation, suitable for constructing its |