Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Looping splines and GetNearestPointTF
#1
Small feature request:

Make GetNearestPointTF handle closed splines better when supplying start/end segment indexes.
Current implementation clamps start and end index and also requires that the end segment index comes after the start segment index. When working with closed splines, it would be nice to be able to supply start/end indexes such as start = 5, end = 1 when searching near the spline wrap-around.

In our case we try to find the closest position, but due to level layout (our spline crosses itself at some points) we want to limit the search space to only consider segments that are "near enough". But with the current implementation of GetNearestPointTF we need to do some special case handling when the player is near the wrap-point on the spline, basically implementing our own version of the method.
Reply
#2
Hi TurboHans
You have a very good point there. Your feature request is noted. Will update this post when it will be actually implemented.
Have a nice day
Available for freelance work, feel free to reach out: toolbuddy.net
Please consider leaving a review for Curvy, this helps immensely. Thank you.
Reply


Possibly Related Threads…
Thread Author Replies Views Last Post
  Connections Between Opposing Splines lockiidraws 1 577 12-04-2025, 02:14 PM
Last Post: _Aka_
  Spawn at start/ end of splines rickgplus 4 2,862 03-21-2025, 12:34 PM
Last Post: _Aka_
  Any performance 'hacks' for scene with lots of splines rickgplus 1 1,808 03-18-2025, 10:11 PM
Last Post: _Aka_
Smile Simple splines movement shills 3 3,212 02-26-2025, 09:40 AM
Last Post: _Aka_

Forum Jump: