lerp

Function

Common
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.

Common
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.

Common
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.

Common
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.

Common
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.