InterpolateBetween: Difference between revisions
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*'''x1, y1, z1:''' 3D coordinates of source vector/value | *'''x1, y1, z1:''' 3D coordinates of source vector/value | ||
*'''x2, y2, z2:''' 3D coordinates of target vector/value | *'''x2, y2, z2:''' 3D coordinates of target vector/value | ||
*'''fProgress:''' float between 0 and 1 indicating the interpolation progress (0 at the beginning of the interpolation, 1 at the end). | *'''fProgress:''' float between 0 and 1 indicating the interpolation progress (0 at the beginning of the interpolation, 1 at the end). If it is higher than 1, it will start from the beginning. | ||
*'''strEasingType:''' the [[Easing|easing function]] to use for the interpolation | *'''strEasingType:''' the [[Easing|easing function]] to use for the interpolation | ||
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As mentioned before, interpolateBetween can be used on 2D vectors or scalars in which case only some (x, y or just x) of the returned values are to be used (cf. alpha interpolation in marker example or size interpolation in window example). | As mentioned before, interpolateBetween can be used on 2D vectors or scalars in which case only some (x, y or just x) of the returned values are to be used (cf. alpha interpolation in marker example or size interpolation in window example). | ||
== | ==Example== | ||
The examples below are only clientside examples even though the function can be used on both sides. Indeed it makes more sense to use it with onClientRender/onClientPreRender but the freedom is given to use it in any other context. | The examples below are only clientside examples even though the function can be used on both sides. Indeed it makes more sense to use it with onClientRender/onClientPreRender but the freedom is given to use it in any other context. | ||
'''Example 1''': | |||
<section name="Client" class="client" show="true"> | <section name="Client" class="client" show="true"> | ||
This clientside example uses interpolateBetween to create position and color interpolation(with effect) on a marker. | This clientside example uses interpolateBetween to create position and color interpolation(with effect) on a marker. | ||
Line 95: | Line 96: | ||
</section> | </section> | ||
'''Example 2''': | |||
<section name="Client" class="client" show="true"> | <section name="Client" class="client" show="true"> | ||
This clientside example uses interpolateBetween to create size and position interpolation (with effect) on a gui-window. | This clientside example uses interpolateBetween to create size and position interpolation (with effect) on a gui-window. | ||
Line 224: | Line 226: | ||
</section> | </section> | ||
'''Example 3''': | |||
<section name="Client" class="client" show="true"> | <section name="Client" class="client" show="true"> | ||
This clientside example uses interpolateBetween to create and position interpolation (with effect) on a camera. | This clientside example uses interpolateBetween to create and position interpolation (with effect) on a camera. | ||
Line 237: | Line 240: | ||
dx, dy, dz, lx, ly, lz = getCameraMatrix() | dx, dy, dz, lx, ly, lz = getCameraMatrix() | ||
addEventHandler("onClientPreRender", root, interpolateCam) | addEventHandler("onClientPreRender", root, interpolateCam) | ||
else | |||
start = nil | start = nil | ||
setCameraTarget(localPlayer) | setCameraTarget(localPlayer) |
Latest revision as of 00:34, 30 April 2021
Interpolates a 3D Vector between a source value and a target value using either linear interpolation or any other easing function. It can also be used to interpolate 2D vectors or scalars by only setting some of the x, y, z values and putting 0 to the others.
Syntax
float float float interpolateBetween ( float x1, float y1, float z1, float x2, float y2, float z2, float fProgress, string strEasingType, [ float fEasingPeriod, float fEasingAmplitude, float fEasingOvershoot ] )
Required Arguments
- x1, y1, z1: 3D coordinates of source vector/value
- x2, y2, z2: 3D coordinates of target vector/value
- fProgress: float between 0 and 1 indicating the interpolation progress (0 at the beginning of the interpolation, 1 at the end). If it is higher than 1, it will start from the beginning.
- strEasingType: the easing function to use for the interpolation
Optional Arguments
- fEasingPeriod: the period of the easing function (only some easing functions use this parameter)
- fEasingAmplitude: the amplitude of the easing function (only some easing functions use this parameter)
- fEasingOvershoot: the overshoot of the easing function (only some easing functions use this parameter)
Returns
Returns x, y, z the interpolated 3D vector/value if successful, false otherwise (error in parameters). As mentioned before, interpolateBetween can be used on 2D vectors or scalars in which case only some (x, y or just x) of the returned values are to be used (cf. alpha interpolation in marker example or size interpolation in window example).
Example
The examples below are only clientside examples even though the function can be used on both sides. Indeed it makes more sense to use it with onClientRender/onClientPreRender but the freedom is given to use it in any other context. Example 1:
This clientside example uses interpolateBetween to create position and color interpolation(with effect) on a marker. The command to test it is "/marker". The position is interpolated with "OutBounce" as strEasingType to make the marker bounce off the ground and "Linear" interpolation for the color.
local g_Marker = nil addCommandHandler("marker", function () if g_Marker then return end local x, y, z = getElementPosition(getLocalPlayer()) z = z - 1 g_Marker = {} g_Marker.startPos = {x, y, z + 5} g_Marker.startTime = getTickCount() g_Marker.startColor = {255, 0, 0, 0} g_Marker.endPos = {x, y, z} g_Marker.endTime = g_Marker.startTime + 2000 g_Marker.endColor = {0, 0, 255, 255} local x, y, z = unpack(g_Marker.startPos) local r, g, b, a = unpack(g_Marker.startColor) g_Marker.marker = createMarker(x, y, z, "cylinder", 1, 255, r, g, b, a) addEventHandler("onClientRender", getRootElement(), popMarkerUp) end) function popMarkerUp() local now = getTickCount() local elapsedTime = now - g_Marker.startTime local duration = g_Marker.endTime - g_Marker.startTime local progress = elapsedTime / duration local x1, y1, z1 = unpack(g_Marker.startPos) local x2, y2, z2 = unpack(g_Marker.endPos) local x, y, z = interpolateBetween ( x1, y1, z1, x2, y2, z2, progress, "OutBounce") setElementPosition(g_Marker.marker, x, y, z) local r1, g1, b1, a1 = unpack(g_Marker.startColor) local r2, g2, b2, a2 = unpack(g_Marker.endColor) local r, g, b = interpolateBetween ( r1, g1, b1, r2, g2, b2, progress, "Linear") local a = interpolateBetween ( a1, 0, 0, a2, 0, 0, progress, "Linear") setMarkerColor(g_Marker.marker , r, g, b, a) if now >= g_Marker.endTime then removeEventHandler("onClientRender", getRootElement(), popMarkerUp) setTimer( function () destroyElement(g_Marker.marker) g_Marker = nil end, 3000, 1) end end
Example 2:
This clientside example uses interpolateBetween to create size and position interpolation (with effect) on a gui-window. The command to test it is "/window". When the window pops up it uses "OutElastic" as the strEasingType to create the bouncing/elastic effect. When it fades away, it uses "InQuad" to have an accelerating fading.
local g_Window = nil addCommandHandler("window", function () if g_Window then return end g_Window = {} local screenWidth, screenHeight = guiGetScreenSize() g_Window.windowWidth, g_Window.windowHeight = 400, 315 local left = screenWidth/2 - g_Window.windowWidth/2 local top = screenHeight/2 - g_Window.windowHeight/2 g_Window.window = guiCreateWindow(left, top, g_Window.windowWidth, g_Window.windowHeight, "Interpolation on GUI", false) g_Window.closeBtn = guiCreateButton(320, 285, 75, 23, "Close", false, g_Window.window) guiWindowSetSizable(g_Window.window, false) guiWindowSetMovable(g_Window.window, false) guiSetEnabled(g_Window.window, false) guiSetVisible(g_Window.window, false) g_Window.startTime = getTickCount() g_Window.startSize = {0, 0} g_Window.endSize = {g_Window.windowWidth, g_Window.windowHeight} g_Window.endTime = g_Window.startTime + 1000 addEventHandler("onClientRender", getRootElement(), popWindowUp) end) function on_closeBtn_clicked(button, state, absoluteX, absoluteY) if (button ~= "left") or (state ~= "up") then return end if not g_Window then return end showCursor(false) guiSetEnabled(g_Window.window, false) guiWindowSetMovable(g_Window.window, false) local screenWidth, screenHeight = guiGetScreenSize() local posX, posY = guiGetPosition(g_Window.window, false) g_Window.startTime = getTickCount() g_Window.startSize = {g_Window.windowWidth, g_Window.windowHeight} g_Window.startCenter = { posX + g_Window.windowWidth/2, posY + g_Window.windowHeight/2, } g_Window.endSize = {0, 0} g_Window.endTime = g_Window.startTime + 1000 g_Window.endCenter = { screenWidth, screenHeight } addEventHandler("onClientRender", getRootElement(), popWindowDown) end function popWindowUp() local now = getTickCount() local elapsedTime = now - g_Window.startTime local duration = g_Window.endTime - g_Window.startTime local progress = elapsedTime / duration local width, height, _ = interpolateBetween ( g_Window.startSize[1], g_Window.startSize[2], 0, g_Window.endSize[1], g_Window.endSize[2], 0, progress, "OutElastic") guiSetSize(g_Window.window, width, height, false) local screenWidth, screenHeight = guiGetScreenSize() guiSetPosition(g_Window.window, screenWidth/2 - width/2, screenHeight/2 - height/2, false) if not guiGetVisible(g_Window.window) then guiSetVisible(g_Window.window, true) guiBringToFront(g_Window.window) end if now >= g_Window.endTime then guiSetEnabled(g_Window.window, true) guiBringToFront(g_Window.window) removeEventHandler("onClientRender", getRootElement(), popWindowUp) addEventHandler("onClientGUIClick", g_Window.closeBtn, on_closeBtn_clicked, false) showCursor(true) guiWindowSetMovable(g_Window.window, true) end end function popWindowDown() local now = getTickCount() local elapsedTime = now - g_Window.startTime local duration = g_Window.endTime - g_Window.startTime local progress = elapsedTime / duration local width, height, _ = interpolateBetween ( g_Window.startSize[1], g_Window.startSize[2], 0, g_Window.endSize[1], g_Window.endSize[2], 0, progress, "InQuad") guiSetSize(g_Window.window, width, height, false) local centerX, centerY, _ = interpolateBetween ( g_Window.startCenter[1], g_Window.startCenter[2], 0, g_Window.endCenter[1], g_Window.endCenter[2], 0, progress, "InQuad") guiSetPosition(g_Window.window, centerX - width/2, centerY - height/2, false) if now >= g_Window.endTime then removeEventHandler("onClientRender", getRootElement(), popWindowDown) destroyElement(g_Window.window) g_Window = nil end end
Example 3:
This clientside example uses interpolateBetween to create and position interpolation (with effect) on a camera. The command to test it is "/ccam". When the camera pops up it uses "OutQuad" as the strEasingType to create the slow down effect.
local enabled = false addCommandHandler("ccam", function() enabled = not enabled if enabled then start = getTickCount() dx, dy, dz, lx, ly, lz = getCameraMatrix() addEventHandler("onClientPreRender", root, interpolateCam) else start = nil setCameraTarget(localPlayer) removeEventHandler("onClientPreRender", root, interpolateCam) end end) function interpolateCam() local now = getTickCount() local endTime = start + 2000 local elapsedTime = now - start local duration = endTime - start local progress = elapsedTime / duration local px, py, pz = getElementPosition(localPlayer) local x, y, z = interpolateBetween ( dx, dy, dz, dx+4, dy+4, dz, progress, "OutQuad") setCameraMatrix(x, y, z, px, py, pz+0.6, 0, 0) end
See Also
- addDebugHook
- base64Decode
- base64Encode
- debugSleep
- decodeString
- encodeString
- fromJSON
- generateKeyPair
- getColorFromString
- getDevelopmentMode
- getDistanceBetweenPoints2D
- getDistanceBetweenPoints3D
- getEasingValue
- getNetworkStats
- getNetworkUsageData
- getPerformanceStats
- getRealTime
- getTickCount
- getTimerDetails
- getTimers
- getFPSLimit
- getUserdataType
- getVersion
- gettok
- isTransferBoxVisible
- setTransferBoxVisible
- hash
- inspect
- interpolateBetween
- iprint
- isOOPEnabled
- isTimer
- killTimer
- md5
- passwordHash
- passwordVerify
- pregFind
- pregMatch
- pregReplace
- removeDebugHook
- resetTimer
- setDevelopmentMode
- setFPSLimit
- setTimer
- ref
- deref
- sha256
- split
- teaDecode
- teaEncode
- toJSON
- tocolor
- getProcessMemoryStats
- utfChar
- utfCode
- utfLen
- utfSeek
- utfSub
- bitAnd
- bitNot
- bitOr
- bitXor
- bitTest
- bitLRotate
- bitRRotate
- bitLShift
- bitRShift
- bitArShift
- bitExtract
- bitReplace