Description
The InverseLerp
method calculates the linear parameter t
that produces the position pos
within the range defined by vectors a
and b
. This is essentially the inverse operation of linear interpolation (Lerp). The method returns a value between 0 and 1 if pos
is within the range of a
and b
. If clamp
is set to true
, the result will be clamped between 0 and 1.
Usage
Use this method when you need to determine the relative position of a point along a line segment defined by two vectors. This can be useful in animations, physics calculations, or any scenario where you need to map a position to a normalized range.
Example
Vector3 point = new Vector3(5, 5, 5);
Vector3 start = new Vector3(0, 0, 0);
Vector3 end = new Vector3(10, 10, 10);
float t = Vector3.InverseLerp(point, start, end, true);
// t will be 0.5 if point is exactly in the middle of start and end.