a | 起始值,当 t = 0 时返回。 |
b | 结束值,当 t = 1 时返回。 |
t | 用于在 a 和 b 之间进行插值的值。 |
Vector3 插值,等于 a + (b - a) * t。
在两个点之间进行线性插值。
使用插值 t
在点 a
和 b
之间进行插值。参数 t
限制在范围 [0, 1] 内。这最常用于查找占两个终端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)。
返回的值等于 a + (b - a) * t(也可以写作 a * (1-t) + b*t)。
当 t
= 0 时,Vector3.Lerp(a, b, t) 返回 /a/。
当 t
= 1 时,Vector3.Lerp(a, b, t) 返回 /b/。
当 t
= 0.5 时,Vector3.Lerp(a, b, t) 返回 a
和 b
中间的点。
// A short example of Vector3.Lerp usage. // Add it to an object in your scene, and at Play time it will draw in the Scene View a small yellow line between the scene origin, and a position interpolated between two other positions (one on the up axis, one on the forward axis).
using UnityEngine;
public class ExampleClass : MonoBehaviour { public int interpolationFramesCount = 45; // Number of frames to completely interpolate between the 2 positions int elapsedFrames = 0;
void Update() { float interpolationRatio = (float)elapsedFrames / interpolationFramesCount;
Vector3 interpolatedPosition = Vector3.Lerp(Vector3.up, Vector3.forward, interpolationRatio);
elapsedFrames = (elapsedFrames + 1) % (interpolationFramesCount + 1); // reset elapsedFrames to zero after it reached (interpolationFramesCount + 1)
Debug.DrawLine(Vector3.zero, Vector3.up, Color.green); Debug.DrawLine(Vector3.zero, Vector3.forward, Color.blue); Debug.DrawLine(Vector3.zero, interpolatedPosition, Color.yellow); } }
// A longer example of Vector3.Lerp usage. // Drop this script under an object in your scene, and specify 2 other objects in the "startMarker"/"endMarker" variables in the script inspector window. // At play time, the script will move the object along a path between the position of those two markers.
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 per second. 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); }
// Move to the target end position. void Update() { // Distance moved equals elapsed time times speed.. float distCovered = (Time.time - startTime) * speed;
// Fraction of journey completed equals current distance divided by total distance. float fractionOfJourney = distCovered / journeyLength;
// Set our position as a fraction of the distance between the markers. transform.position = Vector3.Lerp(startMarker.position, endMarker.position, fractionOfJourney); } }
另请参阅:Slerp、LerpUnclamped。