This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
基础
专业(SIM)
UnigineEditor
界面概述
资源工作流程
Version Control
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
统一的Unigine着色器语言 UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine::Path Class

Header: #include <UniginePath.h>

Interface for path loading, manipulating and saving.

The path is a spline along which an object can be moved. Such splines can be created, for example, in 3ds Max and then exported to a *.path file. Or, they can be created in the code by means of the Path class and then saved to the *.path file.

Warning
There is no connection between functions of the Path class and pathfinding-related functions.

Creating Simple Path from Code#

As previously stated, the *.path asset can be created using the code. In general, the implementation includes the following steps:

  • Create a new instance of the Path class.
  • Add points to the path.
  • Save the calculated path to the *.path file.

The following code creates a simple path between two control points and saves it to the *.path file.

Source code (C++)
#include "AppWorldLogic.h"
#include <UniginePath.h>

using namespace Unigine;
using namespace Math;

AppWorldLogic::AppWorldLogic()
{}

AppWorldLogic::~AppWorldLogic()
{}

int AppWorldLogic::init()
{
	
	// specify control points
	Vector<Vec3> points;
	points.append({ 0.0, 0.0, 0.0 });
	points.append({ 10.0, 20.0, 0.0 });

	// create a new path
	PathPtr path = Path::create();

	// add the points to the path
	for (int i = 0; i < points.size(); i++)
	{
		path->addFrame();
		path->setFramePosition(0, points[i]);
		path->setFrameTime(0, i); // here the 2nd argument should specify the time it takes to pass the point
	}

	// save the path
	path->save("test_path.path");

	return 1;
}
Notice
For simplicity in the example, we pass a point index as the second argument to the setFrameTime() method, so that it would take one second to pass the point.

Path Class

Members

void setNumFrames ( int frames ) #

Sets a new number of the path frames.

Arguments

  • int frames - The number of the path frames.

int getNumFrames() const#

Returns the current number of the path frames.

Return value

Current number of the path frames.

static PathPtr create ( ) #

Constructor. Creates an empty path.

static PathPtr create ( const char * name ) #

Constructor. Creates an empty path of the specified name.

Arguments

  • const char * name - Name of the path.

static PathPtr create ( const Ptr<Path> & path ) #

Constructor. Creates a path out of the specified path.

Arguments

  • const Ptr<Path> & path - Pointer to the path.

Math::vec3 getAngularVelocity ( float time, int loop = 0 ) #

Returns the angular velocity of the object moving along the path at the specified time. If the path is non-looped and the specified time is bigger than the current path time, the last path position will be returned. If the path is looped, several loops can be used to count off time.

Arguments

  • float time - Time in seconds.
  • int loop - Flag indicating if the path is looped. The default is 0 (path isn't looped).

Return value

Angular velocity. If the number of frames is equal to 0 or 1, the function returns the (0,0,0) vector.

int getClosestFrame ( const Math::Vec3 & position ) #

Returns the number of the path frame, which is the closest to the given point.

Arguments

  • const Math::Vec3 & position - Coordinates of the point.

Return value

The closest frame number.

float getClosestTime ( const Math::Vec3 & position ) #

Returns the path time in the path point which is the closest to the given point.

Arguments

  • const Math::Vec3 & position - Coordinates of the point.

Return value

Path time in seconds.

void setFramePosition ( int num, const Math::Vec3 & pos ) #

Sets the position coordinates for the path frame.

Arguments

  • int num - The frame number.
  • const Math::Vec3 & pos - Coordinates of the frame to be set.

Math::Vec3 getFramePosition ( int num ) #

Returns the position coordinates of the path frame.

Arguments

  • int num - The frame number.

Return value

Coordinates of the frame.

void setFrameRotation ( int num, const Math::quat & rot ) #

Sets the rotation quaternion for the given path frame.

Arguments

  • int num - The frame number.
  • const Math::quat & rot - Frame rotation quaternion to be set.

Math::quat getFrameRotation ( int num ) #

Returns the rotation quaternion of the given path frame.

Arguments

  • int num - The frame number.

Return value

Frame rotation quaternion.

void setFrameScale ( int num, const Math::vec3 & scale ) #

Sets the scaling vector for the path frame.

Arguments

  • int num - The frame number.
  • const Math::vec3 & scale - Frame scaling vector to be set.

Math::vec3 getFrameScale ( int num ) #

Returns the scaling vector of the path frame.

Arguments

  • int num - The frame number.

Return value

Frame scaling vector.

void setFrameTime ( int num, float time ) #

Sets the time for the specified path frame.

Arguments

  • int num - The frame number.
  • float time - Frame time to be set.

float getFrameTime ( int num ) #

Returns the time of the specified path frame.

Arguments

  • int num - The frame number.

Return value

Frame time.

void setFrameTransform ( int num, const Math::Mat4 & transform ) #

Sets the transformation matrix for the path frame.

Arguments

  • int num - The frame number.
  • const Math::Mat4 & transform - Transformation matrix to be set.

Math::Mat4 getFrameTransform ( int num ) #

Returns the transformation matrix of the path frame.

Arguments

  • int num - The frame number.

Return value

Frame transformation matrix.

Math::Vec3 getLinearVelocity ( float time, int loop = 0 ) #

Returns the linear velocity of the object moving along the path at the specified time. If the path is non-looped and the specified time is bigger than the current path time, the last path position will be returned. If the path is looped, several loops can be used to count off time.

Arguments

  • float time - Time in seconds.
  • int loop - Flag indicating if the path is looped. The default is 0 (path isn't looped).

Return value

Linear velocity. If the amount of frames is equal to 0 or 1, the function returns the (0,0,0) vector.

Math::Vec3 getPosition ( float time, int loop = 0 ) #

Returns the position of the object moving along the path at the specified time. If the path transformation is non-looped and the specified time is bigger than path transformation, the last path position will be returned. If the path transformation is looped, several loops can be used to count off time.

Arguments

  • float time - Time in seconds.
  • int loop - Flag indicating if the path is looped. The default is 0 (path isn't looped).

Return value

Object position coordinates at the specified time.

Math::quat getRotation ( float time, int loop = 0 ) #

Returns the rotation of the object moving along the path at the specified time. If the path is non-looped and the specified time is bigger than the current path time, the last path position will be returned. If the path is looped, several loops can be used to count off time.

Arguments

  • float time - Time in seconds.
  • int loop - Flag indicating if the path is looped. The default is 0 (path isn't looped).

Return value

Object rotation at the specified time.

Math::vec3 getScale ( float time, int loop = 0 ) #

Returns the scale of the object moving along the path at the specified time. If the path is non-looped and the specified time is bigger than the current path transformation, the last path position will be returned. If the path is looped, several loops can be used to count off time.

Arguments

  • float time - Time in seconds.
  • int loop - Flag indicating if the path is looped. The default is 0 (path isn't looped).

Return value

Object scale at the specified time.

Math::Mat4 getTransform ( float time, int loop = 0 ) #

Returns the transformation of the object moving along the path at the specified time. If the path is non-looped and the specified time is bigger than the current path time, the last path position will be returned. If the path is looped, several loops can be used to count off time.

Arguments

  • float time - Time in seconds.
  • int loop - Flag indicating if the path is looped. The default is 0 (path isn't looped).

Return value

Object transformation matrix at the specified time.

int addFrame ( ) #

Creates a new frame and appends it to the array of path frames.

Return value

Number of path frames.

void clear ( ) #

Clears the path (including its times and frames).

int load ( const char * name ) #

Loads the path with the given name and *.path extension.

Arguments

  • const char * name - The path name.

Return value

Returns 1 if the operation was a success; otherwise, 0 is returned.

void removeFrame ( int num ) #

Removes the specified frame.

Arguments

  • int num - The frame number.

int save ( const char * name ) #

Saves the path under the given name with the *.path extension.

Arguments

  • const char * name - The path name.

Return value

Returns 1 if the operation was a success; otherwise, 0 is returned.
Last update: 2024-12-13
Build: ()