Revision Difference
Global.Lerp#561399
<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.
See also <page>math.ease</page> for functions that allow to have non linear animations using linear interpolation.
<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="261-L268">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>
-- A variable to store the animation's start time is needed if you
-- want to use the "Lerp" function to make timed animations.
local animation_start, animation_duration = CurTime(), 2
hook.Add( "HUDPaint", "LerpAnimation", function()
-- "CurTime() - animation_start" is used to get the total elapsed time and then⤶
-- the elapsed time is divided by however long you want the animation to last.⤶
-- This gets the animation's progress as a number between 0 and 1, a fraction.⤶
local animation_progress = ( CurTime() - animation_start ) / animation_duration
-- The "Lerp" function is then called using the fraction as the first argument with
-- the second being the value you want to start at ("from") when the fraction is "0" and
-- the third being the final value ("to") when the fraction is "1".
-- If the "from" value is going to be "0" consider using the formula "to * animation_progress"⤶
-- This is a slightly faster method and will achieve the same result as if you were to use "Lerp".
-- For example if you wanted to reverse this animation the line could be:⤶
-- If the "from" value is going to be "0" consider using the formula "to * animation_progress".⤶
-- If the "to" value is "0" you could use the formula "from * ( 1 - animation_progress )".
-- These methods are slightly faster and will achieve the same result as if you were to use "Lerp".⤶
⤶
-- For example a different way of writing this line would be:⤶
-- "local animated_value = 255 * ( 1 - animated_progress )"⤶
⤶
-- If you wanted to reverse the animation the line could be:⤶
-- "local animated_value = Lerp( animation_progress, 0, 255 )"⤶
-- or⤶
-- "local animated_value = 255 * animation_progress"
local animated_value = Lerp( animation_progress, 255, 0 )
-- In this case the "Lerp" function is being used to make a rect fade out.
surface.SetDrawColor( 255, 255, 255, animated_value )
surface.DrawRect( 50, 50, 300, 300 )
-- If you add the start time and duration together you'll have the total
-- animation time, and if you compare it to the current time you can check
-- if the animation has completed.
-- A slightly more optimised way of checking if the animation has completed is by checking⤶
-- if the "animation_progress" is equal to "1" or if "animated_value" is equal to the third⤶
-- argument used when "Lerp" was called.
-- A slightly more accurate and optimised way of checking if the animation has completed is by⤶
-- checking if the "animation_progress" is equal to "1" or if "animated_value" is equal to the⤶
-- third argument used when "Lerp" was called.
if ( animation_start + animation_duration <= CurTime() ) then
-- In this example we're just resetting the start time when the animation completes.
animation_start = CurTime()
end
end )
</code>
</example>
<example>
<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, -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 and 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
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>