Interpolate#
Math / Interpolate Positions
Can Read
Cannot Write
Description#
Interpolates a position between A and B given a ratio number
Code#
using System;
using UnityEngine;
using VisualScript.Icons;
namespace VisualScript.Runtime
{
[Get]
[Title("Interpolate")]
[Category("Math/Interpolate", "Positions")]
[Description("Interpolates a position between A and B given a ratio number")]
[Image(typeof(IconInterpolate), ColorTheme.Type.Yellow)]
[Keywords("Lerp", "Slerp", "Linear", "Smooth", "Damp", "Step")]
[Serializable]
public class TypeVector3MathInterpolatePositions : 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)
{
if (clamp) ratio = Math.Clamp(ratio, 0.0, 1.0);
return new Vector3(
(float) (a.x + (b.x - a.x) * ratio),
(float) (a.y + (b.y - a.y) * ratio),
(float) (a.z + (b.z - a.z) * ratio)
);
}
public override string ToString()
{
return $"Interpolate {this.m_VectorA} to {this.m_VectorB} by {this.m_Ratio}";
}
protected override SubscriptionMode Subscription => SubscriptionMode.OnChange;
}
}