[behavior] rex_spline

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Post » Mon Sep 26, 2016 8:19 pm

@rexrainbow

No probs.

@99Instances2Go

Thanks for the suggestion, but unfortunately I need it to be as accurate as possible. (It's for something timing based.)

I can get an accurate total length of a predesignated curved path, which would help, but from what I can see the Spline behavior doesn't seem to move through a multiple waypoint curved path at a constant speed.
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Post » Mon Sep 26, 2016 9:04 pm

LoremDimSum wrote:@rexrainbow

No probs.

@99Instances2Go

Thanks for the suggestion, but unfortunately I need it to be as accurate as possible. (It's for something timing based.)

I can get an accurate total length of a predesignated curved path, which would help, but from what I can see the Spline behavior doesn't seem to move through a multiple waypoint curved path at a constant speed.


If it is faster in the turnings, then the its a pretty constant average speed. Else, i have no suggestions left.
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Post » Wed Oct 12, 2016 6:47 pm

Hello, I note that if speed is 0 the movement does not start.

I wanted to increase the speed gradually.
0.0, 0.1, 0.2, 0.3, 0.4

But for that we must have a minimum default speed on the object, for example: 0.1
So yes you can do what I want.

I suggest that the movement can start with 0.0 speed
Although the object will not move obviously.

What do you think ?. rex
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Post » Thu Oct 13, 2016 12:09 am

Update

Now speed=0 will not trigger "Condition:On reach last point" immediately.

@Mirlas
Fixed.
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Post » Thu Oct 13, 2016 9:03 am

rexrainbow wrote:Update

Now speed=0 will not trigger "Condition:On reach last point" immediately.

@Mirlas
Fixed.


Thanks.
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Post » Tue Dec 20, 2016 5:14 pm

Rex Rainbow;

I haven't used this yet, but I have a few suggestions from reading this thread:

1) a built-in way to transfer the path from the "pathfinding" official addin. (I know you can do this
by looping through the NodeXAt,NodeYAt pairs, but a load rex_splineFromPathfinding would be nice).

2) a path-length (in pixels).

Just suggestions.

yours
Winkr7
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Post » Wed Dec 21, 2016 8:02 am

@winkr7

Added into TODO. But I could not implement recently.
It could not get exactly path-length, only approximate.
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Post » Tue Jan 17, 2017 3:58 pm

@rexrainbow
I have another suggestion. Frequently when following a path you encounter a solid. We could use a push_out_solid to path beyond solid. The idea is it skips past the solid to next free point on the path.

Another suggestion: given a point find the nearest point on the path.

Thanks for your time.

yours
Winkr7
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Post » Tue Jan 17, 2017 5:07 pm

@winkr7

Thanks for these suggestion.
However, this behavior uses interpolation to calculate points on curve, therefore these suggestions are not compatible with the algorithm of this behavior.
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Post » Wed Mar 15, 2017 2:38 pm

Hi Rex, have you recently made any changes in the behavior? I'm seeing strange movements, accelerations and brakes that I think are not correct and you get a strange movement between the points.

For example, I use speed 20 but it is not constant, there are accelerations and decelerations, I think that should not happen.

https://dl.dropboxusercontent.com/u/60803633/test.capx
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