setVelocityTransformation: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "\{\{( *)Informative( *)\|" to "{{$1Feature$2|$2Informative$2|") |
Lou Montana (talk | contribs) m (Text replacement - "\{\{( *)Important( *)\|" to "{{$1Feature$2|$2important$2|") |
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Later inside some on frame event... | Later inside some on frame event... | ||
<code>_interval <nowiki>=</nowiki> [[linearConversion]] [t1, t2, [[time]], 0, 1];</code> }}<br> | <code>_interval <nowiki>=</nowiki> [[linearConversion]] [t1, t2, [[time]], 0, 1];</code> }}<br> | ||
{{ | {{Feature | important | In multiplayer, this command should be applied where object is [[local]]}} <br><br> | ||
| object '''setVelocityTransformation''' [fromPosASL, toPosASL, fromVelocity, toVelocity, fromVectorDir, toVectorDir, fromVectorUp, toVectorUp, interval] | | object '''setVelocityTransformation''' [fromPosASL, toPosASL, fromVelocity, toVelocity, fromVectorDir, toVectorDir, fromVectorUp, toVectorUp, interval] |
Revision as of 02:11, 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