Always snap to grid
Difference between revisions of "Legacy:ObjectPath"
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+ | {{classbox| [[Legacy:UT|UT]] :: [[Legacy:Actor (UT)|Actor (UT)]] >> [[Legacy:Keypoint (UT)|Keypoint (UT)]] >> ObjectPath (Package: UnrealShare)}} | ||
+ | |||
+ | Allows an object to follow a defined path, by specifying [[Legacy:PathPoint|PathPoint]] nodes. | ||
+ | |||
+ | '''Note:''' At least 4 PathPoints must exist. The first and last do not need speed/deltaU settings. | ||
+ | |||
+ | '''Note:''' If there are N points to interpolate through, there must be in total N+2 points specified. Point 0 and Point N+1 are dummy control points, where Point 1-Point 0 is the initial direction of motion, and Point N+1 - Point N is the final direction of motion. The object will start at point 1 and end up at point N. | ||
+ | |||
+ | Uses the Bernstein basis functions for Bezier interpolation:<br />B0(u) = (1-u)^3 <br />B1(u) = 3u(1-u)^2 <br />B2(u) = 3u^2(1-u) <br />B3(u) = u^3 | ||
+ | |||
+ | ==Properties== | ||
+ | |||
+ | ===ObjectPath Group=== | ||
+ | ; bool bAlterPitch : Should the pitch of the actor be modified during movement. | ||
+ | ; bool bAlterYaw : Should the yaw of the actor be modified during movement. | ||
+ | ; bool bAlterRoll : Should the roll of the actor be modified during movement. | ||
+ | ; name PathActorTag : The Tag of the actor which should be moved. | ||
+ | ; rotator RAdjust : Adjust the rotation of the object. | ||
+ | |||
+ | ===Hidden=== | ||
+ | ; bool bPlayedOnce : Really don't play it again since it's already finished last time | ||
+ | ; bool bTriggeredOnce : Don't repeat the path if it's already played through | ||
+ | ; int curNode : Which node are we at? | ||
+ | ; vector lastPosition : Where the actor was in the most recent frame | ||
+ | ; rotator lastRotation : The orientation of the actor in the most recent frame | ||
+ | ; int numPathNodes : how many elements in the path array | ||
+ | ; [[Legacy:Actor|Actor]] PathActor : what should be moved | ||
+ | ; [[Legacy:PathPoint|PathPoint]] Path[35] : maximum 35 nodes in the path, hence 33 real positions | ||
+ | ; float uValue : Offset in the segment | ||
+ | |||
+ | ---- | ||
+ | |||
The main property that needs to be set for this is advanced > bStatic to false. Use along with pathpoints to make dynamic moving veichles. | The main property that needs to be set for this is advanced > bStatic to false. Use along with pathpoints to make dynamic moving veichles. | ||
− | Imagine the applications in | + | Imagine the applications in [[Legacy:Unreal 2|Unreal 2]] :) |
+ | |||
+ | '''Wormbo:''' Funny to see pages like this over one year later. :p | ||
+ | |||
+ | [[Category:Legacy Class (UT)|{{PAGENAME}}]] |
Revision as of 02:49, 27 May 2003
Allows an object to follow a defined path, by specifying PathPoint nodes.
Note: At least 4 PathPoints must exist. The first and last do not need speed/deltaU settings.
Note: If there are N points to interpolate through, there must be in total N+2 points specified. Point 0 and Point N+1 are dummy control points, where Point 1-Point 0 is the initial direction of motion, and Point N+1 - Point N is the final direction of motion. The object will start at point 1 and end up at point N.
Uses the Bernstein basis functions for Bezier interpolation:
B0(u) = (1-u)^3
B1(u) = 3u(1-u)^2
B2(u) = 3u^2(1-u)
B3(u) = u^3
Properties
ObjectPath Group
- bool bAlterPitch
- Should the pitch of the actor be modified during movement.
- bool bAlterYaw
- Should the yaw of the actor be modified during movement.
- bool bAlterRoll
- Should the roll of the actor be modified during movement.
- name PathActorTag
- The Tag of the actor which should be moved.
- rotator RAdjust
- Adjust the rotation of the object.
Hidden
- bool bPlayedOnce
- Really don't play it again since it's already finished last time
- bool bTriggeredOnce
- Don't repeat the path if it's already played through
- int curNode
- Which node are we at?
- vector lastPosition
- Where the actor was in the most recent frame
- rotator lastRotation
- The orientation of the actor in the most recent frame
- int numPathNodes
- how many elements in the path array
- Actor PathActor
- what should be moved
- PathPoint Path[35]
- maximum 35 nodes in the path, hence 33 real positions
- float uValue
- Offset in the segment
The main property that needs to be set for this is advanced > bStatic to false. Use along with pathpoints to make dynamic moving veichles.
Imagine the applications in Unreal 2 :)
Wormbo: Funny to see pages like this over one year later. :p