setVelocityTransformation: Difference between revisions
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{{Informative | For continuous movement this command should be executed each frame while changing interval value. For example to apply interpolation for 10 seconds one could use the following command to translate 10 seconds into 0...1 interval: | {{Feature | Informative | For continuous movement this command should be executed each frame while changing interval value. For example to apply interpolation for 10 seconds one could use the following command to translate 10 seconds into 0...1 interval: | ||
<code>t1 <nowiki>=</nowiki> [[time]]; | <code>t1 <nowiki>=</nowiki> [[time]]; | ||
t2 <nowiki>=</nowiki> [[time]] + 10;</code> | t2 <nowiki>=</nowiki> [[time]] + 10;</code> |
Revision as of 00:10, 7 February 2021
Description
- Description:
- Description needed
- Groups:
- Object Manipulation
Syntax
- Syntax:
- Syntax needed
- Parameters:
- object: Object - object to be interpolated
- [fromPosASL, toPosASL, fromVelocity, toVelocity, fromVectorDir, toVectorDir, fromVectorUp, toVectorUp, interval] : Array
- fromPosASL: PositionASL - starting getPosASL of the object
- toPosASL: PositionASL - ending getPosASL of the object
- fromVelocity: Array - starting velocity of the object
- toVelocity: Array - ending velocity of the object
- fromVectorDir: Array - starting vectorDir of the object
- toVectorDir: Array - ending vectorDir of the object
- fromVectorUp: Array - starting vectorUp of the object
- toVectorUp: Array - ending vectorUp of the object
- interval: Number - interpolation interval (variable value, normally between 0 and 1)
- Return Value:
- Return value needed
Examples
- Example 1:
_tracker setVelocityTransformation [ _currentPos, _nextPos, _currentVelocity, _nextVelocity, _currentVectorDir, _nextVectorDir, _currentVectorUp, _nextVectorUp, _interval ];
- 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 ]; };
- Example 3:
- Advanced trickery with curved movement. The curve is controlled with one control point (controlPointASL), just like quadratic Bézier curve:
disableSerialization; player setDir 0; interval = 0; _disp = findDisplay 46 createDisplay "RscDisplayEmpty"; _ctrl = _disp ctrlCreate ["RscSlider", -1]; _ctrl ctrlSetPosition [safeZoneX + 0.1, 1, safeZoneW - 0.2, 0.1]; _ctrl ctrlSetActiveColor [1,0,0,1]; _ctrl ctrlCommit 0; _ctrl sliderSetPosition 0; _ctrl sliderSetRange [0,1]; _ctrl sliderSetSpeed [0.1,0.5]; _ctrl ctrlAddEventHandler ["SliderPosChanged", {interval = _this select 1}]; ctrlSetFocus _ctrl; box = "Land_VR_Shape_01_cube_1m_F" createVehicle [0,0,0]; controlPointASL = AGLtoASL (player getRelPos [70, -30]) vectorAdd [0, 0, 30]; fromPosASL = AGLtoASL (player getRelPos [10, -45]); toPosASL = AGLtoASL (player getRelPos [10, 45]); fromControlPointOffset = controlPointASL vectorDiff fromPosASL; toControlPointOffset = toPosASL vectorDiff controlPointASL; onEachFrame { hintSilent format ["Interval: %1", interval]; box setVelocityTransformation [ fromPosASL vectorAdd (fromControlPointOffset vectorMultiply interval), controlPointASL vectorAdd (toControlPointOffset vectorMultiply interval), [0,0,0], [0,0,0], [0,1,0], [1,0,0], [0,0,1], [0,1,0], interval ]; };
Additional Information
- See also:
- See also needed
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- 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.
- Posted on July 4, 2020 - 08:11 (UTC)
- DrSova
- You cant apply this command to the dead body in ragdoll