setVelocityTransformation: Difference between revisions

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| Interpolates and applies [[PositionASL]], [[velocity]], [[vectorDir]] and [[vectorUp]] to the given object based on the interval value. <br>
| Interpolates and applies [[PositionASL]], [[velocity]], [[vectorDir]] and [[vectorUp]] to the given object based on the interval value. <br>
When interval is 0 the "fromXXX" values are used for the beginning of the interpolation. When interval is 1, the "toXXX" values are used. When interval value is in between, interpolated values are used (see diagram below). The interpolation is linear and along straight line between "from" and "to" positions. If curve is needed, then it should be constructed from multiple straight sections.  
When interval is 0 the "fromXXX" values are used for the beginning of the interpolation. When interval is 1, the "toXXX" values are used. When interval value is in between, interpolated values are used (see diagram below). The interpolation is linear and along straight line between "from" and "to" positions. If curve is needed, then it should be constructed from multiple straight sections or by dynamically changing value of position params during the interpolation cycle (advanced trickery).  
<br>The [[velocity]] param doesn't do much in SP, but in MP, provided the velocity component is set correctly, it helps the engine to figure out what the next position of the moving object should be on other clients.
<br>The [[velocity]] param doesn't do much in SP, but in MP, provided the velocity component is set correctly, it helps the engine to figure out what the next position of the moving object should be on other clients.
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Revision as of 15:54, 17 December 2018

Hover & click on the images for description

Description

Description:
Interpolates and applies PositionASL, velocity, vectorDir and vectorUp to the given object based on the interval value.
When interval is 0 the "fromXXX" values are used for the beginning of the interpolation. When interval is 1, the "toXXX" values are used. When interval value is in between, interpolated values are used (see diagram below). The interpolation is linear and along straight line between "from" and "to" positions. If curve is needed, then it should be constructed from multiple straight sections or by dynamically changing value of position params during the interpolation cycle (advanced trickery).
The velocity param doesn't do much in SP, but in MP, provided the velocity component is set correctly, it helps the engine to figure out what the next position of the moving object should be on other clients.

setVelocityTransformation.jpg

For continuous movement this command should be executed each frame while changing interval value

In multiplayer, this command should be applied where object is local
Groups:
Uncategorised

Syntax

Syntax:
object setVelocityTransformation [fromPosASL, toPosASL, fromVelocity, toVelocity, fromVectorDir, toVectorDir, fromVectorUp, toVectorUp, interval]
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 (Normally 0..1)
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:
velocitysetVelocityvelocityModelSpacesetVelocityModelSpacespeedmoveTime

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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