在两个向量之间进行球面插值。
通过 t
的量在 a
和 b
之间进行插值。这与线性插值(又名“lerp”)的区别在于,向量被视为方向而不是空间中的点。返回向量的方向由角度插值,其大小在 from
和 to
的大小之间进行插值。
参数 t
被钳制到 [0, 1] 范围内。
// Animates the position in an arc between sunrise and sunset.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Transform sunrise; public Transform sunset;
// Time to move from sunrise to sunset position, in seconds. public float journeyTime = 1.0f;
// The time at which the animation started. private float startTime;
void Start() { // Note the time at the start of the animation. startTime = Time.time; }
void Update() { // The center of the arc Vector3 center = (sunrise.position + sunset.position) * 0.5F;
// move the center a bit downwards to make the arc vertical center -= new Vector3(0, 1, 0);
// Interpolate over the arc relative to center Vector3 riseRelCenter = sunrise.position - center; Vector3 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. float fracComplete = (Time.time - startTime) / journeyTime;
transform.position = Vector3.Slerp(riseRelCenter, setRelCenter, fracComplete); transform.position += center; } }
其他资源:Lerp,SlerpUnclamped。