a | 起始值,当 t = 0 时返回。 |
b | 结束值,当 t = 1 时返回。 |
t | 插值比率。 |
Quaternion 在四元数 a 和 b 之间进行球形插值的四元数。
在四元数 a
与 b
之间按比率 t
进行球形插值。参数 t
限制在范围 [0, 1] 内。
这可用于创建一个旋转,以基于参数的值 a
,在第一个四元数 a
到第二个四元数 b
之间平滑进行插值。如果参数的值接近于 0,则输出会接近于 /a/,如果参数的值接近于 1,则输出会接近于 /b/。
// Interpolates rotation between the rotations "from" and "to" // (Choose from and to not to be the same as // the object you attach this script to)
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Transform from; public Transform to;
private float timeCount = 0.0f;
void Update() { transform.rotation = Quaternion.Slerp(from.rotation, to.rotation, timeCount); timeCount = timeCount + Time.deltaTime; } }
另请参阅:Lerp、SlerpUnclamped。
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