lerp
fun lerp(start: CornerRadius, stop: CornerRadius, fraction: Float): CornerRadius
Linearly interpolate between two radii.
The fraction
argument represents position on the timeline, with 0.0 meaning that the
interpolation has not started, returning start
(or something equivalent to start
), 1.0
meaning that the interpolation has finished, returning stop
(or something equivalent to
stop
), and values in between meaning that the interpolation is at the relevant point on the
timeline between start
and stop
. The interpolation can be extrapolated beyond 0.0 and 1.0, so
negative values and values greater than 1.0 are valid (and can easily be generated by curves).
Values for fraction
are usually obtained from an Animation<Float>
, such as an
AnimationController
.
fun lerp(start: RoundRect, stop: RoundRect, fraction: Float): RoundRect
Linearly interpolate between two rounded rectangles.
The fraction
argument represents position on the timeline, with 0.0 meaning that the
interpolation has not started, returning start
(or something equivalent to start
), 1.0
meaning that the interpolation has finished, returning stop
(or something equivalent to
stop
), and values in between meaning that the interpolation is at the relevant point on the
timeline between start
and stop
. The interpolation can be extrapolated beyond 0.0 and 1.0, so
negative values and values greater than 1.0 are valid (and can easily be generated by curves).
Values for fraction
are usually obtained from an Animation<Float>
, such as an
AnimationController
.
fun lerp(start: Rect, stop: Rect, fraction: Float): Rect
Linearly interpolate between two rectangles.
The fraction
argument represents position on the timeline, with 0.0 meaning that the
interpolation has not started, returning start
(or something equivalent to start
), 1.0
meaning that the interpolation has finished, returning stop
(or something equivalent to
stop
), and values in between meaning that the interpolation is at the relevant point on the
timeline between start
and stop
. The interpolation can be extrapolated beyond 0.0 and 1.0, so
negative values and values greater than 1.0 are valid (and can easily be generated by curves).
Values for fraction
are usually obtained from an Animation<Float>
, such as an
AnimationController
.
fun lerp(start: Size, stop: Size, fraction: Float): Size
Linearly interpolate between two sizes
The fraction
argument represents position on the timeline, with 0.0 meaning that the
interpolation has not started, returning start
(or something equivalent to start
), 1.0
meaning that the interpolation has finished, returning stop
(or something equivalent to
stop
), and values in between meaning that the interpolation is at the relevant point on the
timeline between start
and stop
. The interpolation can be extrapolated beyond 0.0 and 1.0, so
negative values and values greater than 1.0 are valid (and can easily be generated by curves).
Values for fraction
are usually obtained from an Animation<Float>
, such as an
AnimationController
.
fun lerp(start: Offset, stop: Offset, fraction: Float): Offset
Linearly interpolate between two offsets.
The fraction
argument represents position on the timeline, with 0.0 meaning that the
interpolation has not started, returning start
(or something equivalent to start
), 1.0
meaning that the interpolation has finished, returning stop
(or something equivalent to
stop
), and values in between meaning that the interpolation is at the relevant point on the
timeline between start
and stop
. The interpolation can be extrapolated beyond 0.0 and 1.0, so
negative values and values greater than 1.0 are valid (and can easily be generated by curves).
Values for fraction
are usually obtained from an Animation<Float>
, such as an
AnimationController
.