Table of Contents

Class PathFollow3D

Point sampler for a Path3D.

Inheritance
PathFollow3D

Remarks

This node takes its parent Path3D, and returns the coordinates of a point within it, given a distance from the first vertex.

It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be children of this node. The descendant nodes will then move accordingly when setting the progress in this node.

Properties

cubic_interp

If true, the position between two cached points is interpolated cubically, and linearly otherwise.

The points along the Curve3D of the Path3D are precomputed before use, for faster calculations. The point at the requested offset is then calculated interpolating between two adjacent cached points. This may present a problem if the curve makes sharp turns, as the cached points may not follow the curve closely enough.

There are two answers to this problem: either increase the number of cached points and increase memory consumption, or make a cubic interpolation between two points at the cost of (slightly) slower calculations.

var cubic_interp : bool = true

Property Value

bool

Remarks

  • void set_cubic_interpolation(bool value)
  • bool get_cubic_interpolation

h_offset

The node's offset along the curve.

var h_offset : float = 0.0

Property Value

float

Remarks

  • void set_h_offset(float value)
  • float get_h_offset

loop

If true, any offset outside the path's length will wrap around, instead of stopping at the ends. Use it for cyclic paths.

var loop : bool = true

Property Value

bool

Remarks

  • void set_loop(bool value)
  • bool has_loop

progress

The distance from the first vertex, measured in 3D units along the path. Changing this value sets this node's position to a point within the path.

var progress : float = 0.0

Property Value

float

Remarks

  • void set_progress(float value)
  • float get_progress

progress_ratio

The distance from the first vertex, considering 0.0 as the first vertex and 1.0 as the last. This is just another way of expressing the progress within the path, as the progress supplied is multiplied internally by the path's length.

It can be set or get only if the PathFollow3D is the child of a Path3D which is part of the scene tree, and that this Path3D has a Curve3D with a non-zero length. Otherwise, trying to set this field will print an error, and getting this field will return 0.0.

var progress_ratio : float = 0.0

Property Value

float

Remarks

  • void set_progress_ratio(float value)
  • float get_progress_ratio

rotation_mode

Allows or forbids rotation on one or more axes, depending on the RotationMode constants being used.

var rotation_mode : int = 3

Property Value

int

Remarks

  • void set_rotation_mode(int value)
  • int get_rotation_mode

tilt_enabled

If true, the tilt property of Curve3D takes effect.

var tilt_enabled : bool = true

Property Value

bool

Remarks

  • void set_tilt_enabled(bool value)
  • bool is_tilt_enabled

use_model_front

If true, the node moves on the travel path with orienting the +Z axis as forward. See also FORWARD and MODEL_FRONT.

var use_model_front : bool = false

Property Value

bool

Remarks

  • void set_use_model_front(bool value)
  • bool is_using_model_front

v_offset

The node's offset perpendicular to the curve.

var v_offset : float = 0.0

Property Value

float

Remarks

  • void set_v_offset(float value)
  • float get_v_offset

Methods

correct_posture(Transform3D, int)

Qualifiers: static

Correct the transform. rotation_mode implicitly specifies how posture (forward, up and sideway direction) is calculated.

Transform3D correct_posture(Transform3D transform, int rotation_mode)

Parameters

transform Transform3D
rotation_mode int