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    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 LocalToWorld matrix before rendering. See also BuildLocalToWorld(int, RigidTransform, float, bool, NativeArray<PostTransformMatrix>).

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