在两个向量之间进行线性插值。
使用插值 t
在向量 a
和 b
之间进行插值。参数 t
限制在 [0, 1] 范围内。这最常用于查找占两个端点之间距离特定百分比的点(例如,以便在这些点之间逐步移动对象)。
当 t
= 0 时返回 t
。
当 t
= 1 时返回 t
。
当 t
= 0.5 时返回 a
和 b
中间的点。
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { // Transforms to act as start and end markers for the journey. public Transform startMarker; public Transform endMarker;
// Movement speed in units/sec. public float speed = 1.0F;
// Time when the movement started. private float startTime;
// Total distance between the markers. private float journeyLength;
void 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 void Update() { // Distance moved = time * speed. float distCovered = (Time.time - startTime) * speed;
// Fraction of journey completed = current distance divided by total distance. float fracJourney = distCovered / journeyLength;
// Set our position as a fraction of the distance between the markers. transform.position = Vector3.Lerp(startMarker.position, endMarker.position, fracJourney); } }
另请参阅:Slerp、LerpUnclamped。