setVelocityTransformation: Difference between revisions

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(example)
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| [[velocity]], [[velocityModelSpace]], [[setVelocity]], [[moveTime]] |= See also
| [[velocity]], [[setVelocity]], [[velocityModelSpace]], [[setVelocityModelSpace]], [[setVelocityTransformation]], [[speed]], [[moveTime]] |= See also
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Revision as of 11:34, 7 December 2016

Hover & click on the images for description

Description

Description:
Interpolate and sets vectors. For additional info see this resource.
Groups:
Uncategorised

Syntax

Syntax:
objectName setVelocityTransformation [position1, position2, velocity1, velocity2, direction1, direction2, up1, up2, time]
Parameters:
objectName: Object
position1: Number
position2: Number
velocity1: Number
velocity2: Number
direction1: Number
direction2: Number
up1: Number
up2: Number
time: Number
Return Value:
Nothing

Examples

Example 1:
_tracker setVelocityTransformation [ getPosASL _currentPos, getPosASL _nextPos, velocity _currentVelocity, velocity _nextVelocity, vectorDir _currentVectorDir, vectorDir _nextVectorDir, vectorUp _currentVectorUp, vectorUp _nextVectorUp, _timeDiff ];
Example 2:
Bob on imaginary stairway to heaven:bob = createAgent ["C_man_1", player getRelPos [5, 0], [], 0, "CAN_COLLIDE"]; bob switchMove "ladderciviluploop"; pos1 = getPosASL bob; pos2 = pos1 vectorAdd [0,0,0.75]; bob addEventHandler ["AnimDone", { pos1 = pos2; pos2 = pos2 vectorAdd [0,0,0.75] }]; onEachFrame { if (!alive bob) then { onEachFrame {}; bob switchMove ""; bob removeAllEventHandlers "AnimDone"; }; bob setVelocityTransformation [ pos1, pos2, [0,0,0], [0,0,0], [0,1,0], [0,1,0], [0,0,1], [0,0,1], moveTime bob ]; };

Additional Information

See also:
velocitysetVelocityvelocityModelSpacesetVelocityModelSpacesetVelocityTransformationspeedmoveTime

Notes

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Notes

Posted on Aug 4, 2014 – 12:35
ffur2007slx2_5
(A3 1.24) Generally speaking setVelocityTransformation is more likely a combination of setPosASL, setVectorDirAndUp (or BIS_fnc_setPitchBank) and time multiplier. It can be used as a position tracker with all necessary information collected, copied and then released within one function. Here’s a simple reproduction on how setVelocityTransformation works in game: private ["_dataOld","_dataNext","_capturedData","_obj","_fps","_startTrackingTime","_stepOld","_stepNext","_tracker","_tempTime"]; _stepOld = 0; _tempTime = 0; _stepNext = 1; while {true} do { _capturedData = _capturedData + [[ getPosASL _obj,velocity _obj,vectorDir _obj,vectorUp _obj]]; sleep _fps; _tempTime = _tempTime + _fps; if (_tempTime >= _startTrackingTime) then { _dataOld = _capturedData select _stepOld; _dataNext = _capturedData select _stepNext; _stepOld = _stepOld + 1; _stepNext = if (_stepNext >= (count _capturedData)) then [{_stepOld},{_stepNext + 1}]; _tracker setVelocityTransformation [_dataOld select 0,_dataNext select 0,_dataOld select 1,_dataNext select 1, _dataOld select 2,_dataNext select 2,_dataOld select 3,_dataNext select 3,1]; }; }; Tracker starts coping the route and stance from the object when time start counting. TimeDiff determines the distance multiply between the current position and the next position.

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