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UnrealI.ObjectPath


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//=============================================================================
// ObjectPath.
//=============================================================================
class ObjectPath expands Keypoint;

// Allows an object to follow a defined path, by specifying
// PathPoint nodes. M

// Note: At least 4 PathPoints must exist.  The first and last
//       do not need speed/deltaU settings.

// Note: If there are N points to interpolate through, there must
//       be in total N+2 points specified.  Point 0 and Point N+1
//       are dummy control points, where Point 1-Point 0 is the 
//       initial direction of motion, and Point N+1 - Point N is
//       the final direction of motion.  The object will start at
//       point 1 and end up at point N.

// Uses the Bernstein basis functions for Bezier interpolation:
//   B0(u) = (1-u)^3
//   B1(u) = 3u(1-u)^2
//   B2(u) = 3u^2(1-u)
//   B3(u) = u^3

var() name     PathActorTag;    // The Tag of the actor which should be moved
var() bool     bAlterPitch; // should the pitch of the actor be modified during movement
var() bool     bAlterYaw;       // should the yaw ...
var() bool     bAlterRoll;      // should the roll ...
var() rotator  RAdjust;     // Adjust the rotation of the object

//var() bool  bLoopMotion;	// The last PathPoint should lead to the first

var Actor       PathActor;      // what should be moved
var PathPoint Path[35];     // maximum 35 nodes in the path, hence 33 real positions 
var int         numPathNodes;       // how many elements in the path array
var int         curNode;            // Which node are we at?
var float   uValue;         // Offset in the segment
var bool    bTriggeredOnce; // Don't repeat the path if it's already played through
var bool        bPlayedOnce;        // Really don't play it again since it's already finished last time
var vector  lastPosition;       // Where the actor was in the most recent frame
var rotator lastRotation;       // The orientation of the actor in the most recent frame


function BeginPlay()
{
    local int i, l;
    local PathPoint tempPP;
    
    // Find all relevant PathPoint elements and load them 
    // into the temporary array (in sorted order).  Also set up
    // velocities, etc..
    // Wait until something triggers the motion
    Disable('Tick');
    bTriggeredOnce = false;
    bPlayedOnce = true;

    // Find the object which must be moved
    PathActor = None;
    foreach AllActors (class 'Actor', PathActor)
    {
        if( PathActor.Tag == PathActorTag )
            // found the matching Actor
            break;  
    }
    if( PathActor == None ) 
    {
        log("ObjectPath: No object to be moved.  Aborting.");
        Destroy();
        return;
    }

    // Find all the Path Nodes.
    numPathNodes=0;
    foreach AllActors (class 'PathPoint', tempPP) 
    {
        // This PathPoint must have the same tag as this ObjectPath actor
        if (tempPP.Tag == Tag) {
        
            Path[numPathNodes] = tempPP;
            numPathNodes++; 
            // Make sure that the user didn't specify too many points
            if (numPathNodes > 35) {
                log ("ObjectPath: Maximum number of path elements exceeded.  Aborting.");
                log ("            Tag = " $ tempPP.Tag);
                Destroy();
                return;
            }       
        }
    }
    
    // Make sure that there are at least four PathPoint nodes.
    if (numPathNodes < 4)
    {
        log("ObjectPath: Not enough PathPoints specified.  Needed 4.  Aborting.");
        Destroy();
        return;
    }

    // Now sort the elements (using a crappy bubble sort.. hey it's < 30 elements)
    for (i=0; i<numPathNodes-1; i++) {
        for (l=i+1; l<numPathNodes; l++) {
            if (Path[i].sequence_Number > Path[l].sequence_Number) {
            
                // switch them
                tempPP  = Path[i];
                Path[i] = Path[l];
                Path[l] = tempPP;
            }       
        }
    }

    // Precalculate the direction vectors at each point, based on 
    // relative position and curveSpeed.
    // The first (1) and last (N-1) segments' velocities are
    // related to the (0) and (N)'th points respectively.
    // first segment
    Path[1].pVelocity = Normal(Path[1].Location - 
                              Path[0].Location) * Path[1].curvespeed;
    // last segment
    Path[numPathNodes-2].pVelocity = Normal(Path[numPathNodes-1].Location - 
                                            Path[numPathNodes-2].Location) * Path[numPathNodes-2].curvespeed;

    // The tangent of the middle nodes is parallel to the vector
    // between the previous and next nodes.
    for (i=2; i<=numPathNodes-3; i++) {
        Path[i].pVelocity = Normal(Path[i+1].Location - 
                                  Path[i-1].Location) * Path[i].curvespeed;
    }

    Enable('Trigger');
}

function PostBeginPlay()
{
    Super.PostBeginPlay();

    // Set the object at the initial position and orientation, so that it doesn't
    // suddenly jerk when triggered to move.
    PathActor.SetLocation( Path[1].Location );
}

function Trigger( actor Other, pawn EventInstigator )
{
    // Play the motion if it hasn't occured yet
    if( !bTriggeredOnce )
    {
        // Set update parameters
        bTriggeredOnce = true;
        bPlayedOnce = false;
        curNode = 1;
        uValue = 0;
        
        // Put the actor at the initial position
        PathActor.SetLocation( Path[1].Location );
        //PathActor.SetRotation( RAdjust );
        //PathActor.SetPhysics( PHYS_None );

        // So that the orientation of the object can be set immediately
        lastPosition = Path[0].Location;
        lastRotation = PathActor.Rotation;
        
        // Start the motion
        Enable('Tick');
    }
}



function Tick( float DeltaTime )
{
    local float         curSpeedU;
    local vector        actorPosition;
    local rotator       actorRotation;

    if( bPlayedOnce )
    {
        Disable('Tick');
        return;
    }

    // Update the position of the object, based on DeltaTime and it's
    // index in the sequence of positions.
        
    // Interpolate the deltaU value from this to the next position,
    // based on the current U value in the segment.
    // FIXME: This is not exact by far, and would cause discontinuities
    //        in velocity if the arclengths of the bezier's are different.
    curSpeedU = (Path[curNode+1].speedU - Path[curNode].speedU)*uValue +
                Path[curNode].speedU;

    uValue += curSpeedU * DeltaTime;
    
    // Check if the difference sends the point to the next segment (or the one after that, etc..)
    while( uValue >= 1 && curNode < numPathNodes-2 )
    {
        curNode++;
        uValue -= 1;
    }

    // Check if the point is beyond, or at the end of the path
    if( curNode >= numPathNodes-2 )
    {
        // Set the position of the object to the position of the last node.
        PathActor.SetLocation( Path[numPathNodes-2].Location );
        PathActor.GotoState('');

        // Don't ever play it again!!!
        bPlayedOnce = true;
        
        // Finished the path, discontinue the updates
        Disable( 'Tick' );
        Disable( 'Trigger' );
        return;
    }
                    
    // Calculate the position of the object based on the current node index
    // and U offset in the curve segment.
    //   B0(u) = (1-u)^3				Bernstein basis polys
    //   B1(u) = 3u(1-u)^2
    //   B2(u) = 3u^2(1-u)
    //   B3(u) = u^3
    actorPosition  = Path[curNode].Location * ((1 - uValue)**3) +
                    (Path[curNode].Location + Path[curNode].pVelocity) *
                     (3*uValue* ((1-uValue)**2)) +
                    (Path[curNode+1].Location - Path[curNode+1].pVelocity) *
                     (3*(uValue**2)* (1-uValue)) +
                    Path[curNode+1].Location * (uValue**3);
    
    PathActor.Move( actorPosition - PathActor.Location );
        
    // Calculate new Pitch, Yaw, Roll values if applicable.
    actorRotation = rotator( actorPosition - lastPosition );
    actorRotation += RAdjust;

    if( !bAlterPitch ) actorRotation.Pitch = lastRotation.Pitch;
    if( !bAlterYaw   ) actorRotation.Yaw   = lastRotation.Yaw;
    // The roll is proportional to the change in yaw (airplane turning effect)
    if( !bAlterRoll  ) actorRotation.Roll  = lastRotation.Roll;
                  else actorRotation.Roll  = 0.4*(actorRotation.Yaw - lastRotation.Yaw);

    PathActor.SetRotation( actorRotation );
    
    // Save this frame's position/yaw for next frame calculations
    lastRotation = actorRotation;
    lastPosition = actorPosition;
}

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Class file time: za 22-4-2006 12:52:32.000 - Creation time: za 22-4-2006 12:53:46.171 - Created with UnCodeX