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AdvKit.AdvKitSplineActor

Modifiers
abstract ClassGroup ( AdvKit )

The main extended Spline Actor used in the adventure kit 2013 by FreetimeCoder www.freetimestudio.net

AdvKit.AdvKitSplineActor

Direct Known Subclasses:

AdvKitSplineActorBalance

Variables Summary
RotatorrLastRotation
VectorvLastLocation
Bridge
boolbBridgeActive
AdvKitSplineActornextActor
AdvKitSplineActorprevActor

Functions Summary
functionfloat GetClosestPositionOnSplineTo (Vector _vRefPosition, optional out Vector _vOutPosition, optional out float _fOutLength, optional float _fEpsilon, optional int _iMaxIterations))
functionVector GetLocationAtDistanceAlongSpline (float _fDistance))
functionAdvKitSplineActor GetNext ()))
functionVector GetNormalAtDistanceAlongSpline (float _fDistance))
functionAdvKitSplineActor GetPrevious ()))
functionfloat GetSplineLength ()))
functionVector GetTangentAtDistanceAlongSpline (float _fDistance))
functionbool HasNext ()))
functionbool HasPrevious ()))
function PostBeginPlay ()))
event Tick (float _fDeltaTime))


Variables Detail

rLastRotation Source code

var Rotator rLastRotation;
storing the last rotation to only update spline components when they change

vLastLocation Source code

var Vector vLastLocation;
storing the last location to only update spline components when they change

Bridge

bBridgeActive Source code

var(Bridge) bool bBridgeActive;
is the bridge active or not

nextActor Source code

var(Bridge) AdvKitSplineActor nextActor;
the next actor to activate the connection to for a bridge

prevActor Source code

var(Bridge) AdvKitSplineActor prevActor;
the previous actor to activate the connection to for a bridge


Functions Detail

GetClosestPositionOnSplineTo Source code

final function float GetClosestPositionOnSplineTo ( Vector _vRefPosition, optional out Vector _vOutPosition, optional out float _fOutLength, optional float _fEpsilon, optional int _iMaxIterations) )
Find the closest location on the spline curve to a given location in global space using binary search
@param _vRefPosition the location in global space
@param _vOutPosition the found location on the spline
@param _fOutLength the distance on the spline of the found location
@param _fEpsilon how precise the result should be
@param _iMaxIterations how many iterations to allow before to break even if targeted precision was not reached
@return the distance to the found location

GetLocationAtDistanceAlongSpline Source code

final function Vector GetLocationAtDistanceAlongSpline ( float _fDistance) )
Calculate the location of the spline curve at a given location on the spline This function wraps the location function for the first spline component
@param _fDistance the location on the curve
@return the 3d location in global space

GetNext Source code

function AdvKitSplineActor GetNext ( ) )
Get the next AdvKitSplineActor on the curve
@return the next spline

GetNormalAtDistanceAlongSpline Source code

final function Vector GetNormalAtDistanceAlongSpline ( float _fDistance) )
Calculate the normal of the spline curve at a given location on the spline
@param _fDistance the location on the curve
@return the normal

GetPrevious Source code

function AdvKitSplineActor GetPrevious ( ) )
Get the previous AdvKitSplineActor on the curve
@return the previous spline

GetSplineLength Source code

final function float GetSplineLength ( ) )
Get the length of the first connection from this to the next actor
@return the length

GetTangentAtDistanceAlongSpline Source code

final function Vector GetTangentAtDistanceAlongSpline ( float _fDistance) )
Calculate the tangent of the spline curve at a given location on the spline This function wraps the tangent function for the first spline component
@param _fDistance the location on the curve
@return the tangent

HasNext Source code

final function bool HasNext ( ) )
Query if this actor has a next connection
@return if there is a next connection

HasPrevious Source code

final function bool HasPrevious ( ) )
Query if this actor has a previous connection
@return if there is a next connection

PostBeginPlay Source code

function PostBeginPlay ( ) )
Set initial variables

Tick Source code

event Tick ( float _fDeltaTime) )
Called every frame to update
@param _fDeltaTime the time passed since last call


Defaultproperties

defaultproperties
{
	Begin Object Name=Sprite
		Sprite=Texture2D'EditorResources.Spline.T_Loft_Spline'
		Scale = 0.1
	End Object


	Physics=PHYS_Interpolating


	bNoDelete=true
	bEdShouldSnap=true
	bMovable = true
	bStatic = false
}

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Creation time: Di 17.9.2013 17:47:16.754 - Created with UnCodeX