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# Vector3.Slerp

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マニュアルに切り替える
public static function Slerp(a: Vector3, b: Vector3, t: float): Vector3;
public static Vector3 Slerp(Vector3 a, Vector3 b, float t);

## Description

`t``a``b` の間を補間します。この関数と、直線で補間する (別名 "leap")の違いは、ベクトルは方向としてではなく、空間の位置として扱われることです。 返されたベクトルの方向は角度によって補間され magnitude`from``to` の大きさの間で補間されます。

```	// Animates the position in an arc between sunrise and sunset.

var sunrise : Transform;
var sunset : Transform;

// Time to move from sunrise to sunset position, in seconds.
var journeyTime = 1.0;

// The time at which the animation started.
private var startTime: float;

function Start() {
// Note the time at the start of the animation.
startTime = Time.time;
}

function Update () {
// The center of the arc
var center = (sunrise.position + sunset.position) * 0.5;
// move the center a bit downwards to make the arc vertical
center -= Vector3(0,1,0);

// Interpolate over the arc relative to center
var riseRelCenter = sunrise.position - center;
var setRelCenter = sunset.position - center;

// The fraction of the animation that has happened so far is
// equal to the elapsed time divided by the desired time for
// the total journey.
var fracComplete = (Time.time - startTime) / journeyTime;
transform.position = Vector3.Slerp(riseRelCenter, setRelCenter, fracComplete);
transform.position += center;
}```
```using UnityEngine;
using System.Collections;public class ExampleClass : MonoBehaviour {
public Transform sunrise;
public Transform sunset;
public float journeyTime = 1.0F;
private float startTime;
void Start() {
startTime = Time.time;
}
void Update() {
Vector3 center = (sunrise.position + sunset.position) * 0.5F;
center -= new Vector3(0, 1, 0);
Vector3 riseRelCenter = sunrise.position - center;
Vector3 setRelCenter = sunset.position - center;
float fracComplete = (Time.time - startTime) / journeyTime;
transform.position = Vector3.Slerp(riseRelCenter, setRelCenter, fracComplete);
transform.position += center;
}
}
```