This class describes a Bézier curve in 3D space. It is mainly used to give a shape to a godot.Path, but can be manually sampled for other purposes.
It keeps a cache of precalculated points along the curve, to speed up further calculations.
Constructor
Variables
bakeInterval:Single
The distance in meters between two adjacent cached points. Changing it forces the cache to be recomputed the next time the godot.Curve3D.getBakedPoints or godot.Curve3D.getBakedLength function is called. The smaller the distance, the more points in the cache and the more memory it will consume, so use with care.
upVectorEnabled:Bool
If true, the curve will bake up vectors used for orientation. This is used when godot.PathFollow.rotationMode is set to godot.PathFollow_RotationModeEnum.oriented. Changing it forces the cache to be recomputed.
Methods
addPoint(position:Vector3, ?in_:Vector3, ?out:Vector3, ?atPosition:Int):Void
Adds a point to a curve at position relative to the godot.Curve3D's position, with control points in and out.
If at_position is given, the point is inserted before the point number at_position, moving that point (and every point after) after the inserted point. If at_position is not given, or is an illegal value (at_position <0 or at_position >= [method get_point_count]), the point will be appended at the end of the point list.
Parameters:
in | If the parameter is null, then the default value is new Vector3(0, 0, 0) |
|---|---|
out | If the parameter is null, then the default value is new Vector3(0, 0, 0) |
getBakedLength():Single
Returns the total length of the curve, based on the cached points. Given enough density (see godot.Curve3D.bakeInterval), it should be approximate enough.
inlinegetBakedUpVectors():Array<Vector3>
Returns the cache of up vectors as a godot.Vector3.
If godot.Curve3D.upVectorEnabled is false, the cache will be empty.
getClosestOffset(toPoint:Vector3):Single
Returns the closest offset to to_point. This offset is meant to be used in godot.Curve3D.interpolateBaked or godot.Curve3D.interpolateBakedUpVector.
to_point must be in this curve's local space.
getClosestPoint(toPoint:Vector3):Vector3
Returns the closest baked point (in curve's local space) to to_point.
to_point must be in this curve's local space.
getPointIn(idx:Int):Vector3
Returns the position of the control point leading to the vertex idx. The returned position is relative to the vertex idx. If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0).
getPointOut(idx:Int):Vector3
Returns the position of the control point leading out of the vertex idx. The returned position is relative to the vertex idx. If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0).
getPointPosition(idx:Int):Vector3
Returns the position of the vertex idx. If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0).
getPointTilt(idx:Int):Single
Returns the tilt angle in radians for the point idx. If the index is out of bounds, the function sends an error to the console, and returns 0.
interpolate(idx:Int, t:Single):Vector3
Returns the position between the vertex idx and the vertex idx + 1, where t controls if the point is the first vertex (t = 0.0), the last vertex (t = 1.0), or in between. Values of t outside the range (0.0 >= t <=1) give strange, but predictable results.
If idx is out of bounds it is truncated to the first or last vertex, and t is ignored. If the curve has no points, the function sends an error to the console, and returns (0, 0, 0).
interpolateBaked(offset:Single, ?cubic:Bool):Vector3
Returns a point within the curve at position offset, where offset is measured as a distance in 3D units along the curve.
To do that, it finds the two cached points where the offset lies between, then interpolates the values. This interpolation is cubic if cubic is set to true, or linear if set to false.
Cubic interpolation tends to follow the curves better, but linear is faster (and often, precise enough).
interpolateBakedUpVector(offset:Single, ?applyTilt:Bool):Vector3
Returns an up vector within the curve at position offset, where offset is measured as a distance in 3D units along the curve.
To do that, it finds the two cached up vectors where the offset lies between, then interpolates the values. If apply_tilt is true, an interpolated tilt is applied to the interpolated up vector.
If the curve has no up vectors, the function sends an error to the console, and returns (0, 1, 0).
interpolatef(fofs:Single):Vector3
Returns the position at the vertex fofs. It calls godot.Curve3D.interpolate using the integer part of fofs as idx, and its fractional part as t.
removePoint(idx:Int):Void
Deletes the point idx from the curve. Sends an error to the console if idx is out of bounds.
setPointIn(idx:Int, position:Vector3):Void
Sets the position of the control point leading to the vertex idx. If the index is out of bounds, the function sends an error to the console. The position is relative to the vertex.
setPointOut(idx:Int, position:Vector3):Void
Sets the position of the control point leading out of the vertex idx. If the index is out of bounds, the function sends an error to the console. The position is relative to the vertex.
setPointPosition(idx:Int, position:Vector3):Void
Sets the position for the vertex idx. If the index is out of bounds, the function sends an error to the console.
setPointTilt(idx:Int, tilt:Single):Void
Sets the tilt angle in radians for the point idx. If the index is out of bounds, the function sends an error to the console.
The tilt controls the rotation along the look-at axis an object traveling the path would have. In the case of a curve controlling a godot.PathFollow, this tilt is an offset over the natural tilt the godot.PathFollow calculates.
inlinetessellate(?maxStages:Int, ?toleranceDegrees:Single):Array<Vector3>
Returns a list of points along the curve, with a curvature controlled point density. That is, the curvier parts will have more points than the straighter parts.
This approximation makes straight segments between each point, then subdivides those segments until the resulting shape is similar enough.
max_stages controls how many subdivisions a curve segment may face before it is considered approximate enough. Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions per curve segment. Increase with care!
tolerance_degrees controls how many degrees the midpoint of a segment may deviate from the real curve, before the segment has to be subdivided.