[][src]Function directx_math::XMVectorLerp

pub fn XMVectorLerp(V0: FXMVECTOR, V1: FXMVECTOR, t: f32) -> XMVECTOR

Performs a linear interpolation between two vectors.

Parameters

V0 First vector to interpolate from.

V1 Second vector to interpolate from.

t Interpolation control factor.

Return value

Returns a vector containing the interpolation.

Remarks

The following pseudocode demonstrates the operation of the function:

XMVECTOR Result;

Result.x = V0.x + t * (V1.x - V0.x);
Result.y = V0.y + t * (V1.y - V0.y);
Result.z = V0.z + t * (V1.z - V0.z);
Result.w = V0.w + t * (V1.w - V0.w);

return Result;

Note it is fairly simple to use this function for doing a cubic interpolation instead of a linear interpolation as follows:

XMVECTOR SmoothStep( XMVECTOR V0, XMVECTOR V1, float t )
{
    t = (t > 1.0f) ? 1.0f : ((t < 0.0f) ? 0.0f : t);  // Clamp value to 0 to 1
    t = t*t*(3.f - 2.f*t);
    return XMVectorLerp( V0, V1, t );
}

Reference

https://docs.microsoft.com/en-us/windows/win32/api/directxmath/nf-directxmath-XMVectorLerp