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Slerp

Spherically interpolates between two three-dimensional vectors.
Read time 3 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

Slerp(Vector3, Vector3, float)

Spherically interpolates between two three-dimensional vectors.
public static Vector3 Slerp(Vector3 a, Vector3 b, float t)

Parameters

The first Vector3 direction to interpolate between.

The second Vector3 direction to interpolate between.

The interpolation parameter with an expected value in the range [0,1].

Returns

Type

Description

Vector3The resulting spherically interpolated Vector3 direction.

Remarks

Interpolates between
a
and
b
by amount
t
. The difference between this and linear interpolation (aka, "lerp") is that the vectors are treated as directions rather than points in space. The direction of the returned vector is interpolated by the angle and its Vector3.magnitude is linearly interpolated between the magnitudes of
a
and
b
.
The parameter
t
is clamped to the range [0, 1]. Setting
t==0
returns
a
whereas setting
t==1
returns
b
.
// Animates the position in an arc between sunrise and sunset.using UnityEngine;using System.Collections;public class Vector3SlerpExample : 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; }}
Additional Resources: Vector3.Lerp, Vector3.SlerpUnclamped.

Slerp(Vector3, Vector3, float)

Spherically interpolates between two three-dimensional vectors.
public static Vector3 Slerp(in Vector3 a, in Vector3 b, float t)

Parameters

The first Vector3 direction to interpolate between.

The second Vector3 direction to interpolate between.

The interpolation parameter with an expected value in the range [0,1].

Returns

Type

Description

Vector3The resulting spherically interpolated Vector3 direction.

Remarks

Interpolates between
a
and
b
by amount
t
. The difference between this and linear interpolation (aka, "lerp") is that the vectors are treated as directions rather than points in space. The direction of the returned vector is interpolated by the angle and its Vector3.magnitude is linearly interpolated between the magnitudes of
a
and
b
.
The parameter
t
is clamped to the range [0, 1]. Setting
t==0
returns
a
whereas setting
t==1
returns
b
.
// Animates the position in an arc between sunrise and sunset.using UnityEngine;using System.Collections;public class Vector3SlerpExample : 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; }}
Additional Resources: Vector3.Lerp, Vector3.SlerpUnclamped.