How to use lerp() functions in C#

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:bust_in_silhouette: Asked By SiL3NC3

Is there a way to use lerp() function with a KinematicBody2D within a C# script?
There was nothing found in the docs.

:bust_in_silhouette: Reply From: MiltonVines

9

Linear interpolation (lerp) is actually a pretty easy function to implement. The equation is

float Lerp(float firstFloat, float secondFloat, float by)
{
     return firstFloat * (1 - by) + secondFloat * by;
}

A higher order Lerp just wraps lower order lerps:

Vector2 Lerp(Vector2 firstVector, Vector2 secondVector, float by)
{
    float retX = Lerp(firstVector.x, secondVector.x, by);
    float retY = Lerp(firstVector.y, secondVector.y, by);
    return new Vector2(retX, retY);
}

The DirectX SDK has all manner of math functions like Unity, but that’s a lot of overhead to bring in just for Lerp. You’re probably best off just implementing your own.

Thank you. :slight_smile:
Why is this then not simply implemented in Godot to provide it… ?! :wink:

Are there more stuff, which needs to be implemented by our self, which is missing in C# implementation instead of GDScript?

These issues should be also documented or better implemented in any way to increase equality of the C# implementation.

In that case I also missing:

  • the GDScript support for directly accessing the sub-nodes with “$variable”
  • better preloading support for C#

Should I place these requests at github?

SiL3NC3 | 2020-11-26 08:48

Use Mathf.Lerp

cihad | 2021-04-03 18:13

:bust_in_silhouette: Reply From: luiscla27

If you dont want to implement your own, Godot implemented Mathf :slight_smile:

Mathf.Lerp(firstFloat, secondFloat, thirtdFloat);

I was looking for clamp and lerp functions when I found this, please refer to the following reddit thread:
https://www.reddit.com/r/godot/comments/eknqs2/c_clamp_function_name/

This is a quick quote from it:

Mathf and GD are from Godot library, only available when using Godot.
Mathf is for math functions, and GD for non-math functions. Mathf is
optimised for fast approximate results (not for high precision
computations).

1 Like

I have this in my library:

/// <summary>
/// Linear interpolation between <c>First</c> and <c>Second</c> by <c>Amount</c>
/// </summary>
public static float Lerp(float First, float Second, float Amount)
{
	return First * (1 - Amount) + Second * Amount;
}
	
/// <summary>
/// Linear interpolation between <c>First</c> and <c>Second</c> by <c>Amount</c>
/// </summary>
public static Vector3 Lerp(Vector3 First, Vector3 Second, float Amount)
{
	float retX = Lerp(First.X, Second.X, Amount);
	float retY = Lerp(First.Y, Second.Y, Amount);
	float retZ = Lerp(First.Z, Second.Z, Amount);
	return new Vector3(retX, retY, retZ);
}

/// <summary>
/// Linear interpolation between <c>First</c> and <c>Second</c> by <c>Amount</c>
/// </summary>
public static Vector2 Lerp(Vector2 First, Vector2 Second, float Amount)
{
	float retX = Lerp(First.X, Second.X, Amount);
	float retY = Lerp(First.Y, Second.Y, Amount);
	return new Vector2(retX, retY);
}

But douing it THIS way is Extra non-performant. If anyone more qualified in c# can turn this into System.Numerics.Vector.Lerp i would say Thankyou. I’ll probably do it myself one day, but not today.