Slerp
Spherically linear interpolates between unit quaternions a and b by a ratio of t.
Read time 2 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
Slerp(Quaternion, Quaternion, float)
Spherically linear interpolates between unit quaternions and by a ratio of .
abtpublic static Quaternion Slerp(Quaternion a, Quaternion b, float t)
Parameters
Start unit quaternion value, returned when t = 0.
End unit quaternion value, returned when t = 1.
Interpolation ratio. Value is clamped to the range [0, 1].
Returns
Type | Description |
|---|---|
| Quaternion | A unit quaternion spherically interpolated between quaternions |
Remarks
Use this to create a rotation which smoothly interpolates between the first unit quaternion to the second unit quaternion , based on the value of the parameter . If the value of the parameter is close to 0, the output will be close to , if it is close to 1, the output will be close to .
abtab// Interpolates rotation between the rotations "from" and "to"// (Choose from and to not to be the same as// the object you attach this script to)using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ public Transform from; public Transform to; private float timeCount = 0.0f; void Update() { transform.rotation = Quaternion.Slerp(from.rotation, to.rotation, timeCount); timeCount = timeCount + Time.deltaTime; }}
Additional Resources: Quaternion.Lerp, Quaternion.SlerpUnclamped.
Slerp(Quaternion, Quaternion, float)
Spherically linear interpolates between unit quaternions and by a ratio of .
abtpublic static Quaternion Slerp(in Quaternion a, in Quaternion b, float t)
Parameters
Start unit quaternion value, returned when t = 0.
End unit quaternion value, returned when t = 1.
Interpolation ratio. Value is clamped to the range [0, 1].
Returns
Type | Description |
|---|---|
| Quaternion | A unit quaternion spherically interpolated between quaternions |
Remarks
Use this to create a rotation which smoothly interpolates between the first unit quaternion to the second unit quaternion , based on the value of the parameter . If the value of the parameter is close to 0, the output will be close to , if it is close to 1, the output will be close to .
abtab// Interpolates rotation between the rotations "from" and "to"// (Choose from and to not to be the same as// the object you attach this script to)using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ public Transform from; public Transform to; private float timeCount = 0.0f; void Update() { transform.rotation = Quaternion.Slerp(from.rotation, to.rotation, timeCount); timeCount = timeCount + Time.deltaTime; }}
Additional Resources: Quaternion.Lerp, Quaternion.SlerpUnclamped.