.. _doc_interpolation: Interpolation ============= Introduction ~~~~~~~~~~~~ Interpolation is a very basic operation in graphics programming. It's good to become familiar with it in order to expand your horizons as a graphics developer. The basic idea is that you want to transition from A to B. A value *t*, represents the states in-between. As an example if *t* is 0, then the state is A. If *t* is 1, then the state is B. Anything in-between is an *interpolation*. Between two real (floating point) numbers, a simple interpolation is usually described as: .. tabs:: .. code-tab:: gdscript GDScript interpolation = A * (t-1) + B * t And often simplified to: .. tabs:: .. code-tab:: gdscript GDScript interpolation = A + (B - A) * t which is exactly the same. The name of this type of interpolation, which transforms a value into another at *constant speed* is *"Linear"*. So, when you hear about *Linear Interpolation*, you know they are referring to this simple formula. There are other types of interpolations, which will not be covered here. A recommended read afterwards is the :ref:`Bezier ` page. Vector Interpolation -------------------- Vector types (Vector2 and Vector3) can also be interpolated, they come with handy functions to do it :ref:`Vector2.linear_interpolate()` and :ref:`Vector3.linear_interpolate()`. For cubic interpolation, there are also :ref:`Vector2.cubic_interpolate()` and :ref:`Vector3.cubic_interpolate()`, which do a :ref:`Bezier ` style interpolation. Here is simple pseudo-code in going from point A to B using interpolation: .. tabs:: .. code-tab:: gdscript GDScript func _physics_process(delta): t+=delta*0.4 $Sprite.position = $A.position.linear_interpolate( $B.position,t ) It will produce the following motion: .. image:: img/interpolation_vector.gif Transform interpolation -------------------- It is also possible to interpolate whole transforms (make sure they have either uniform scale or, at least, the same non-uniform scale). For this, the function :ref:`Transform.interpolate_with()` can be used. Here is an example of transforming a monkey from Position1 to Position2: .. image:: img/interpolation_positions.png Using the following pseudocode: .. tabs:: .. code-tab:: gdscript GDScript var t = 0.0 func _process(delta): t+=delta $Monkey.transform = $Position1.transform.interpolate_with( $Position2.transform, t ) And again, it will produce the following motion: .. image:: img/interpolation_monkey.gif Smoothing Motion ---------------- Interpolation can be used to smooth movement, rotation, etc. Here is an example of a circle following the mouse using smoothed motion: .. tabs:: .. code-tab:: gdscript GDScript const FOLLOW_SPEED = 4.0 func _physics_process(delta): var mouse_pos = get_local_mouse_position() $Sprite.position = $Sprite.position.linear_interpolate( mouse_pos, delta * FOLLOW_SPEED ) Here is how it looks: .. image:: img/interpolation_follow.gif This useful for smoothing camera movement, allies following you (ensuring they stay within a certain range), and many other common game patterns.