Class reference
PathFollow3D
Inherits Node3D
Point sampler for a Path3D.
Description
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
bool cubic_interp = true
bool cubic_interp = trueIf 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.
float h_offset = 0.0
float h_offset = 0.0The node's offset along the curve.
bool loop = true
bool loop = trueIf true, any offset outside the path's length will wrap around, instead of stopping at the ends. Use it for cyclic paths.
float progress = 0.0
float progress = 0.0The 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.
float progress_ratio = 0.0
float progress_ratio = 0.0The 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.
int rotation_mode = 3
int rotation_mode = 3Allows or forbids rotation on one or more axes, depending on the RotationMode constants being used.
bool tilt_enabled = true
bool tilt_enabled = trueIf true, the tilt property of Curve3D takes effect.
bool use_model_front = false
bool use_model_front = falseIf true, the node moves on the travel path with orienting the +Z axis as forward. See also Vector3.FORWARD and Vector3.MODEL_FRONT.
float v_offset = 0.0
float v_offset = 0.0The node's offset perpendicular to the curve.
Methods
Transform3D correct_posture(Transform3D transform, int rotation_mode) static
Transform3D correct_posture(Transform3D transform, int rotation_mode) staticCorrect the transform. rotation_mode implicitly specifies how posture (forward, up and sideway direction) is calculated.
Constants
ROTATION_NONE = 0
Forbids the PathFollow3D to rotate.
ROTATION_Y = 1
Allows the PathFollow3D to rotate in the Y axis only.
ROTATION_XY = 2
Allows the PathFollow3D to rotate in both the X, and Y axes.
ROTATION_XYZ = 3
Allows the PathFollow3D to rotate in any axis.
ROTATION_ORIENTED = 4
Uses the up vector information in a Curve3D to enforce orientation. This rotation mode requires the Path3D's Curve3D.up_vector_enabled property to be set to true.