插值

插值是图形编程中的一种常规操作,可以在两个值之间进行混合或过渡。插值还可以让移动、旋转等运动变得平滑。熟悉插值对拓展游戏开发者的视野大有裨益。

基本思想是从 A 转换到 B。t 值是介于两者之间的状态。

举个例子,如果 t 是 0,那么他的状态是 A。如果 t 是 1,那么它的状态是 B。任何介于两者之间的状态都是插值

两个实数(浮点数)之间的插值可以描述为:

interpolation = A * (1 - t) + B * t

通常简化为:

interpolation = A + (B - A) * t

这种以恒定速度将一个值转换为另一个值的插值被称为“线性”。因此,当你听到线性插值时,你就知道他们指的是这个公式。

还有其他类型的插值, 这里将不做讨论. 建议之后阅读 Bezier 页面.

向量插值

向量类型(Vector2Vector3)也可以插值,向量自带了相关的便捷函数 Vector2.lerp()Vector3.lerp()

对于三次插值,还有 Vector2.cubic_interpolate()Vector3.cubic_interpolate() ,它们执行 Bezier 式插值。

下面是从 A 点插值到 B 点的示例伪代码:

var t = 0.0

func _physics_process(delta):
    t += delta * 0.4

    $Sprite2D.position = $A.position.lerp($B.position, t)

它将产生以下运动:

../../_images/interpolation_vector.gif

变换插值

也可以对整个变换进行插值(确保它们具有均一缩放,或者至少有相同的非均一缩放)。为此,可以使用函数 Transform3D.interpolate_with()

下面是将猴子从位置1转换为位置2的例子:

../../_images/interpolation_positions.png

使用以下伪代码:

var t = 0.0

func _physics_process(delta):
    t += delta

    $Monkey.transform = $Position1.transform.interpolate_with($Position2.transform, t)

又会产生下面的动作:

../../_images/interpolation_monkey.gif

平滑运动

Interpolation can be used to smoothly follow a moving target value, such as a position or a rotation. Each frame, lerp() moves the current value towards the target value by a fixed percentage of the remaining difference between the values. The current value will smoothly move towards the target, slowing down as it gets closer. Here is an example of a circle following the mouse using interpolation smoothing:

const FOLLOW_SPEED = 4.0

func _physics_process(delta):
    var mouse_pos = get_local_mouse_position()

    $Sprite2D.position = $Sprite2D.position.lerp(mouse_pos, delta * FOLLOW_SPEED)

如下:

../../_images/interpolation_follow.gif

This is useful for smoothing camera movement, for allies following the player (ensuring they stay within a certain range), and for many other common game patterns.

备注

Despite using delta, the formula used above is framerate-dependent, because the weight parameter of lerp() represents a percentage of the remaining difference in values, not an absolute amount to change. In _physics_process(), this is usually fine because physics is expected to maintain a constant framerate, and therefore delta is expected to remain constant.

For a framerate-independent version of interpolation smoothing that can also be used in process(), use the following formula instead:

const FOLLOW_SPEED = 4.0

func _process(delta):
    var mouse_pos = get_local_mouse_position()
    var weight = 1 - exp(-FOLLOW_SPEED * delta)
    $Sprite2D.position = $Sprite2D.position.lerp(mouse_pos, weight)

Deriving this formula is beyond the scope of this page. For an explanation, see Improved Lerp Smoothing or watch Lerp smoothing is broken.