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)。t
= 0 のときは a
を返します。
t
= 1 のときは b
を返します。
t
= 0.5 のときは a
と b
の平均(ちょうど真ん中)を返します。
// 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.