I need to make a picture box to lerp from position to position (like you can do that in unity).
How can I do that , is there a built-in function?
thanks :)

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1Please show what you have done in attempt to do this or some code that would help us to figure out what you are doing. – Elipzer Oct 09 '15 at 18:29
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@Elipzer , I have no idea how to do so , for example in unity engine , you can call Vector2.Lerp / Vector3.Lerp / Mathf.Lerp. How can I do that with the microsoft libraries? or an idea how something like that will work – Paz Haviv Oct 09 '15 at 18:31
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Try explaining the code that you know in your question. You may need to create your own class. – Elipzer Oct 09 '15 at 18:34
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@Elipzer , there isnt a code I know , what I know is that in unity and in XNA you can call Vector2.Lerp(Vector2 from , Vector2 to , float weight); But im not using vectors – Paz Haviv Oct 09 '15 at 18:39
4 Answers
Linear interpolation (lerp) is actually a pretty easy function to implement. The equation is
float Lerp(float firstFloat, float secondFloat, float by)
{
return firstFloat * (1 - by) + secondFloat * by;
}
A higher order Lerp just wraps lower order lerps:
Vector2 Lerp(Vector2 firstVector, Vector2 secondVector, float by)
{
float retX = Lerp(firstVector.x, secondVector.x, by);
float retY = Lerp(firstVector.y, secondVector.y, by);
return new Vector2(retX, retY);
}
The DirectX SDK has all manner of math functions like Unity, but that's a lot of overhead to bring in just for Lerp. You're probably best off just implementing your own.

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Greg Bahm wrote inverted lerp equation firstFloat * by + secondFloat * (1 - by)
, where firstFloat is the secondFloat and secondFloat is the firstFloat.
In fact, corrent lerp equation is:
firstFloat * (1 - by) + secondFloat * by
But the fastest way to linear interpolation is:
firstFloat + (secondFloat - firstFloat) * by
That's 2 additions/subtractions and 1 multiplication instead of 2 addition/subtractions and 2 multiplications. Lerp for Vector2 is correct.
Also, the fastest way is less precise (thank you, cid):
Imprecise method, which does not guarantee v = v1 when t = 1, due to floating-point arithmetic error. This method is monotonic
This form may be used when the hardware has a native fused multiply-add instruction. https://en.wikipedia.org/wiki/Linear_interpolation#Programming_language_support

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1The second implementation seems a lot simpler and cleaner. Thanks a lot! – Unknown Coder Aug 17 '18 at 15:51
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I think the second implementation makes it less understandable, what is done. It may be mathematical correct and minimal. Considering a new user who is looking the first time on the code (or after some years have passed), most likely the first implementation is understood much faster. – FrankM Oct 09 '18 at 08:31
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Caution, the fastest way is also apparently considered the less precise one: https://en.wikipedia.org/wiki/Linear_interpolation#Programming_language_support – cid Mar 18 '21 at 16:30
Try this instead
float Lerp(float a, float b, float t)
{
//return firstFloat * by + secondFloat * (1 - by);
return (1f - t) * a + t * b;
}
PointF Lerp(PointF a, PointF b, float t)
{
float retX = Lerp(a.X, b.X, t);
float retY = Lerp(a.Y, b.Y, t);
return new PointF(retX, retY);
}

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public static float CubicInterpolation(float v0, float v1, float v2, float v3, float t) {
//var v01 = Lerp( v0, v1, t );
//var v12 = Lerp( v1, v2, t );
//var v23 = Lerp( v2, v3, t );
//var v012 = Lerp( v01, v12, t );
//var v123 = Lerp( v12, v23, t );
//return Lerp( v012, v123, t );
var p = (v3 - v2) - (v0 - v1);
var q = (v0 - v1) - p;
var r = v2 - v0;
var s = v1;
return (p * t * 3) + (q * t * 2) + (r * t) + s;
//var r = 1f - t;
//var f0 = r * r * r;
//var f1 = r * r * t * 3;
//var f2 = r * t * t * 3;
//var f3 = t * t * t;
//return (v0 * f0) + (v1 * f1) + (v2 * f2) + (v3 * f3);
}
public static float QuadraticInterpolation(float v0, float v1, float v2, float t) {
var v01 = Lerp( v0, v1, t );
var v12 = Lerp( v1, v2, t );
return Lerp( v01, v12, t );
}
public static float Lerp(float v1, float v2, float t) {
return v1 + ((v2 - v1) * t);
}
public static float CosInterpolation(float t) {
t = (float) -Math.Cos( t * Math.PI ); // [-1, 1]
return (t + 1) / 2; // [0, 1]
}
public static float PerlinSmoothStep(float t) {
// Ken Perlin's version
return t * t * t * ((t * ((6 * t) - 15)) + 10);
}
public static float SmoothStep(float t) {
return t * t * (3 - (2 * t));
}

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