Revision Difference
Global.Lerp#528320
<function name="Lerp" parent="Global" type="libraryfunc">
<description>
Performs a linear interpolation from the start number to the end number.
This function provides a very efficient and easy way to smooth out movements.
<note>This function is not meant to be used with constant value in the first argument, if you're dealing with animation! Use a value that changes over time. See example for **proper** usage of Lerp for animations</note>
</description>
<realm>Shared and Menu</realm>
<file line="239-L246">lua/includes/util.lua</file>
<args>
<arg name="t" type="number">The fraction for finding the result. This number is clamped between 0 and 1. Shouldn't be a constant.</arg>
<arg name="from" type="number">The starting number. The result will be equal to this if delta is 0.</arg>
<arg name="to" type="number">The ending number. The result will be equal to this if delta is 1.</arg>
</args>
<rets>
<ret name="" type="number">The result of the linear interpolation, `from + (to - from) * t`.</ret>
</rets>
</function>
<example>
<description>Example of simple Lerp usage for animations.</description>
<code>
local start = SysTime()
hook.Add("HUDPaint", "LerpAnimation", function()
draw.RoundedBox( 4, 100, 100, Lerp( SysTime() - start, 0, 100 ), 20, color_white )
if SysTime() - start > 2 then
start = SysTime()
end
end)
</code>
</example>
<example>
<description>Advanced example of Lerp animation. Try to improve this code: If the animation is not finished, start a new one from where it stopped, not from `oldhp` of the previous animation.</description>
<description>Advanced example of Lerp animation: A health bar that will smooth the health change over 0.5 seconds to reach new health value from the previous value.</description>
<code>
local start, oldhp, newhp = 0, 0, 0⤶
⤶
hook.Add("HUDPaint", "LerpAnimation", function()⤶
local hp = LocalPlayer():Health()⤶
if newhp ~= hp then⤶
local start, oldhp, newhp = 0, -1, -1⤶
local barW = 200⤶
local animationTime = 0.5 -- seconds⤶
⤶
hook.Add( "HUDPaint", "LerpAnimation", function()
-- Local player still loading, do nothing⤶
if ( !IsValid( LocalPlayer() ) ) then return end⤶
⤶
local hp = LocalPlayer():Health()⤶
local maxhp = LocalPlayer():GetMaxHealth()⤶
⤶
-- The values are not initialized yet, do so right now⤶
if ( oldhp == -1 && newhp == -1 ) then⤶
oldhp = hp⤶
newhp = hp⤶
end⤶
⤶
-- You can use a different smoothing function here⤶
local smoothHP = Lerp( ( SysTime() - start ) / animationTime, oldhp, newhp )⤶
⤶
-- Health was changed, initialize the animation⤶
if newhp ~= hp then⤶
-- Old animation is still in progress, adjust⤶
if ( smoothHP != hp ) then⤶
-- Pretend our current "smooth" position was the target so the animation will⤶
-- not jump to the old target and start to the new target from there⤶
newhp = smoothHP⤶
end⤶
⤶
oldhp = newhp⤶
start = SysTime()
newhp = hp
elseif SysTime() - start > 0.5 then⤶
oldhp = hp⤶
end
draw.RoundedBox( 4, 100, 200, 200, 100, color_black )
draw.RoundedBox( 4, 100, 200, math.max(0, Lerp( (SysTime() - start) / 0.5, oldhp, newhp) ) / LocalPlayer():GetMaxHealth() * 200, 100, color_white )
end)
draw.RoundedBox( 4, 100, 200, barW, 100, color_black )
draw.RoundedBox( 4, 100, 200, math.max( 0, smoothHP ) / maxhp * barW, 100, color_white )
end )
</code>
</example>