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Get position on spline relative to world position
#1
Hello

I am trying to Get position on spline or TF that is relative to world position. here in image the spline is 2D and its positioned at (0,0) and i have gizmo point (green one) that its position is (5,8,-4).

I need to get the position or TF on spline for a point that is also have same x as gizmo point (5).

Thanks


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#2
Hi
I believe you need to use the CurvySpline.GetNearestPointTF()
Have a nice day
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#3
Oh man, I feel so stupid. I used CurvySpline.GetNearestPointTF() before, and now I completely forgot about it.

Thanks man this is exactly what I need.
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#4
(05-10-2021, 12:49 PM)Mos Def Wrote: Oh man, I feel so stupid. I used CurvySpline.GetNearestPointTF() before, and now I completely forgot about it.


No worries, I will put on the account of fasting Ramadan Big Grin
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#5
(05-10-2021, 12:59 PM)_Aka_ Wrote: No worries, I will put on the account of fasting Ramadan Big Grin

LoL Big Grin  its because of fasting Ramadan
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#6
Wink
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#7
(05-10-2021, 07:07 AM)_Aka_ Wrote: Hi
I believe you need to use the CurvySpline.GetNearestPointTF()
Have a nice day

Hello, is there a function for the opposite effect? Ability to plug in a TF and get the world position of that point at the the spline? I want to get the world position on the spline that is closest to my player as a Vector
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#8
CurvySpline.GetNearestPointTF() has an oveeride that returns you the position on the spline. Otherise, you can use Interpolate. I recommand you to read the documentation to know about the basic functions:
https://curvyeditor.com/documentation/extend/apigeneral#commonly_used_methods
then if needed
api.curvyeditor.com
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#9
(05-19-2021, 01:18 AM)smackledorf Wrote:
(05-10-2021, 07:07 AM)_Aka_ Wrote: Hi
I believe you need to use the CurvySpline.GetNearestPointTF()
Have a nice day

Hello, is there a function for the opposite effect? Ability to plug in a TF and get the world position of that point at the the spline? I want to get the world position on the spline that is closest to my player as a Vector

Since posting this I figured out the solution, nevermind! For those who stumble here in the future:

Code:
Vector3 P;

float pTf = currentSpline.GetNearestPointTF(transform.position, out P);

Where P is the world position of that TF!
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#10
(05-19-2021, 05:06 AM)smackledorf Wrote: Since posting this I figured out the solution, nevermind! For those who stumble here in the future:


You seem to have missed my answer to that question. Glad that you took the time to share your finding for others, appreciated.
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