AlignQuadAbs
double AlignQuadAbs (object master_0, object master_1, object master_2, object master_3, object slave, double u, double v, double pos_fader, double rot_fader)
Return Value: 1 = success, 0 = failure
Arguments:
master_0 |
first master item |
master_1 |
second master item |
master_2 |
third master item |
master_3 |
fourth master item |
slave |
item to be positioned and orientated |
u |
position between master_0 and master_1 ( 0.0 -> 1.0 ) (allows over-interpolation) |
v |
position between master_2 and master_3 ( 0.0 -> 1.0 ) (allows over-interpolation) |
pos_fader |
0.0 = full effect on position, 1.0 = no effect on position ( 0.0 -> 1.0 ) (does not allow over-interpolation) |
rot_fader |
0.0 = full effect on orientation, 1.0 = no effect on orientation ( 0.0 -> 1.0 ) (does not allow over-interpolation) |
Imagine that master_0 through master_3 are the vertices of a quad polygon. The function then positions slave on that polygon at coordinates u and v. If the rot_fader does not equal 1.0 then the local Y axis of slave will point in the direction of the polygon's surface normal, local X will be aligned to the polygon's u axis and local Z will be aligned to the polygon's v axis.
Example:
Exp_1
|_ AlignLinearAbs(Null_1, Null_2, Null_2, Null_4, Null, 0.5, 0.5,
0.0, 0.0 )
Positions Null in the middle of the polygon defined by Null_1 -> Null_4 and aligns it's local Y to the surface normal of that polygon.
Note: The surface normal direction is determined by the order of the master items. Clockwise looking in the -Y direction will define a normal pointing in +Y.
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