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"John VanSickle" wrote:
> "H. E. Day" wrote:
> >
> > Ok, here's what I have.
> > I've got a spline{} declared. When the (say I'm only using the x
> > variable) value of this spline is over one I want to: create a
> > projectile, save the current clock value, and use that saved value to
> > achieve rotation and translation based on two other splines. Then I
> > want to move the projectile along a straight path at a constant rate.
> > I have no idea how to do this.
> >
> > Does this explain what I need well enough?
>
> The way I go about doing this is to figure out what time the spline
> reaches the point in question, and then use an #if-#else-#end block
> to model the motion before and after this time.
If the animation is dependent on the clock value alone (which is most often
the case) I would say too that this is the best solution. Only if some
calculations are done on a frame-by-frame basis the method I posted is
necessary.
> It is highly likely that the precise time will fall at a period
> between the time of two different frames; hence at the latter of the
> two frames, some of the motion after the event will already have
> occured.
I presume that we want to find the first time the event occurs. Unless the
event is caused a whole lot of times during the animation, it should be
pretty easy to find the "first intersection".
Greetings,
Rune
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