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// Non-static (lerp on a specific vector)

PVector current;
PVector target;

void setup() {
  current = new PVector(0.0, 0.0);
  target = new PVector(100.0, 100.0);
  current.lerp(target, 0.5);
  println(current);  // Prints "[ 50.0, 50.0, 0.0 ]"

// Static (return a new vector)

PVector start;
PVector end;
PVector middle;

void setup() {
  start = new PVector(0.0, 0.0);
  end = new PVector(100.0, 100.0);
  middle = PVector.lerp(start, end, 0.5);
  println(middle);  // Prints "[ 50.0, 50.0, 0.0 ]"

// Non-static (lerp on a specific vector)

PVector v;

void setup() {
  v = new PVector(0.0, 0.0);

void draw() {
  v.lerp(mouseX, mouseY, 0.0, 0.1);
  ellipse(v.x, v.y, 20, 20);
Description Calculates linear interpolation from one vector to another vector. (Just like regular lerp(), but for vectors.)

Note that there is one static version of this method, and two non-static versions. The static version, lerp(v1, v2, amt) is given the two vectors to interpolate and returns a new PVector object. The static version is used by referencing the PVector class directly. (See the middle example above.) The non-static versions, lerp(v, amt) and lerp(x, y, z, amt), do not create a new PVector, but transform the values of the PVector on which they are called. These non-static versions perform the same operation, but the former takes another vector as input, while the latter takes three float values. (See the top and bottom examples above, respectively.)
.lerp(v, amt)
.lerp(v1, v2, amt)
.lerp(x, y, z, amt)
v PVector: the vector to lerp to
amt float: The amount of interpolation; some value between 0.0 (old vector) and 1.0 (new vector). 0.1 is very near the old vector; 0.5 is halfway in between.
v1 PVector: the vector to start from
v2 PVector: the vector to lerp to
x float: the x component to lerp to
y float: the y component to lerp to
z float: the z component to lerp to
Updated on November 10, 2017 05:36:30pm EST

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