# Interpolation Interpolation is a very basic operation in graphics programming. It's good to become familiar with it in order to expand your horizons as a graphics developer. The basic idea is that you want to transition from A to B. A value `t`, represents the states in-between. As an example if `t` is 0, then the state is A. If `t` is 1, then the state is B. Anything in-between is an *interpolation*. Between two real (floating-point) numbers, a simple interpolation is usually described as: ``` interpolation = A * (1 - t) + B * t ``` And often simplified to: ``` interpolation = A + (B - A) * t ``` The name of this type of interpolation, which transforms a value into another at *constant speed* is *"linear"*. So, when you hear about *Linear Interpolation*, you know they are referring to this simple formula. There are other types of interpolations, which will not be covered here. A recommended read afterwards is the `Bezier ( doc_beziers_and_curves )` page. ## Vector interpolation Vector types (`Vector2`) can also be interpolated, they come with handy functions to do it `Vector2.linear_interpolate()`. For cubic interpolation, there are also `Vector2.cubic_interpolate()` style interpolation. Here is simple pseudo-code for going from point A to B using interpolation: gdscript GDScript ``` var t = 0.0 func _physics_process(delta): t += delta * 0.4 $Sprite.position = $A.position.linear_interpolate($B.position, t) ``` It will produce the following motion: ![](img/interpolation_vector.gif) ## Transform interpolation It is also possible to interpolate whole transforms (make sure they have either uniform scale or, at least, the same non-uniform scale). For this, the function `Transform.interpolate_with()` can be used. Here is an example of transforming a monkey from Position1 to Position2: ![](img/interpolation_positions.png) Using the following pseudocode: gdscript GDScript ``` var t = 0.0 func _physics_process(delta): t += delta $Monkey.transform = $Position1.transform.interpolate_with($Position2.transform, t) ``` And again, it will produce the following motion: ![](img/interpolation_monkey.gif) ## Smoothing motion Interpolation can be used to smooth movement, rotation, etc. Here is an example of a circle following the mouse using smoothed motion: gdscript GDScript ``` const FOLLOW_SPEED = 4.0 func _physics_process(delta): var mouse_pos = get_local_mouse_position() $Sprite.position = $Sprite.position.linear_interpolate(mouse_pos, delta * FOLLOW_SPEED) ``` Here is how it looks: ![](img/interpolation_follow.gif) This useful for smoothing camera movement, allies following you (ensuring they stay within a certain range), and many other common game patterns.