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.