static Quaternion Lerp(Quaternion from, Quaternion to, float t);
Description: Interpolates between from and to by t and normalizes the result afterwards. This is faster than Slerp but looks worse if the rotations are far apart.
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
public Transform from;
public Transform to;
public float speed = 0.1F;
void Update() {
transform.rotation = Quaternion.Lerp(from.rotation, to.rotation, Time.time * speed);
}
}
Could you write down a quivalent in libGDX please? I'm trying to do long time and without success.
libGDX has slerp method:
slerp(Quaternion[] q) Spherical linearly interpolates multiple quaternions and stores the result in this Quaternion.
https://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/math/Quaternion.html
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