Interpolate#
Math / Interpolate Directions
Can Read
Cannot Write
Description#
Interpolates rotating two direction vectors from A to B given a ratio number
Code#
using System;
using UnityEngine;
using VisualScript.Icons;
namespace VisualScript.Runtime
{
[Get]
[Title("Interpolate")]
[Category("Math/Interpolate", "Directions")]
[Description("Interpolates rotating two direction vectors from A to B given a ratio number")]
[Image(typeof(IconInterpolate), ColorTheme.Type.Yellow, typeof(BadgeArrowRight))]
[Keywords("Lerp", "Slerp", "Linear", "Smooth", "Damp", "Step", "Rotate")]
[Serializable]
public class TypeVector3MathInterpolateDirections : TypeVector3
{
[SerializeField] private GetVector3 m_VectorA = new GetVector3();
[SerializeField] private GetVector3 m_VectorB = new GetVector3();
[SerializeField] private GetNumber m_Ratio = new GetNumber();
[SerializeField] private EaseMode m_Easing = EaseMode.Linear;
[SerializeField] private GetBool m_Clamp = new GetBool();
public override Vector3 GetPreview(GameObject source)
{
float ratio = Ease.Get(this.m_Easing, (float) this.m_Ratio.GetPreview(source));
return Interpolate(this.m_VectorA.GetPreview(source), this.m_VectorB.GetPreview(source), ratio,
this.m_Clamp.GetPreview(source));
}
public override Vector3 Get(Args args)
{
Vector3 a = this.m_VectorA.Get(args);
Vector3 b = this.m_VectorB.Get(args);
double ratio = Ease.Get(this.m_Easing, (float) this.m_Ratio.Get(args));
bool clamp = this.m_Clamp.Get(args);
return Interpolate(a, b, ratio, clamp);
}
private static Vector3 Interpolate(Vector3 a, Vector3 b, double ratio, bool clamp)
{
Vector3 orthogonal = Vector3.Cross(a, b);
if (orthogonal == Vector3.zero) return a;
Quaternion rotationA = Quaternion.LookRotation(a, orthogonal).normalized;
Quaternion rotationB = Quaternion.LookRotation(b, orthogonal).normalized;
Quaternion interpolation = clamp
? Quaternion.Slerp(rotationA, rotationB, (float) ratio)
: Quaternion.SlerpUnclamped(rotationA, rotationB, (float) ratio);
float magnitude = Mathf.Lerp(a.magnitude, b.magnitude, (float) ratio);
return interpolation * Vector3.forward * magnitude;
}
public override string ToString()
{
return $"Interpolate {this.m_VectorA} to {this.m_VectorB} by {this.m_Ratio}";
}
protected override SubscriptionMode Subscription => SubscriptionMode.OnChange;
}
}