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35 lines
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<title>Math.lerp — Ludic</title>
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<meta name="description" content="Blend between two values by a 0..1 amount.">
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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-math.html">Math</a> <span>›</span> <span class="here">Math.lerp</span></div>
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<div class="item-head">
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<span class="kind-badge kind-method">method</span>
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<h1 id="top">Math.lerp</h1>
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</div>
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<code class="sig">Math.lerp(a, b, t) -> fixed</code>
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<div class="desc"><p>Linear interpolation: returns <code>a</code> when <code>t</code> is <code>0.0</code>, <code>b</code> when <code>t</code> is <code>1.0</code>, and a proportional blend in between — the exact value <code>a + (b - a) * t</code>. All three arguments are <code>fixed</code> and the result is <code>fixed</code>. It is the workhorse behind smooth motion: ease a camera toward a target, fade a value over time, or sample a gradient. Values of <code>t</code> outside <code>0..1</code> extrapolate past the endpoints.</p></div>
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<div class="params"><h2>Parameters</h2><div class="param" id="param-a"><code class="pname">a</code><span class="pdesc">the value returned at <code>t = 0.0</code></span></div><div class="param" id="param-b"><code class="pname">b</code><span class="pdesc">the value returned at <code>t = 1.0</code></span></div><div class="param" id="param-t"><code class="pname">t</code><span class="pdesc">the blend amount, normally <code>0.0</code>..<code>1.0</code></span></div></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program EaseCamera {
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var camera_x: fixed = 0.0
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var target_x: fixed = 100.0
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handler Follow phase Update {
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camera_x = Math.lerp(camera_x, target_x, 0.1) # glides a tenth of the way each frame
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}
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}</pre></div>
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