Table of Contents

Class Curve3D

Namespace
Godot
Assembly
GodotSharp.dll

This class describes a Bézier curve in 3D space. It is mainly used to give a shape to a Path3D, but can be manually sampled for other purposes.

It keeps a cache of precalculated points along the curve, to speed up further calculations.

public class Curve3D : Resource, IDisposable
Inheritance
Curve3D
Implements
Inherited Members

Constructors

Curve3D()

public Curve3D()

Properties

BakeInterval

The distance in meters between two adjacent cached points. Changing it forces the cache to be recomputed the next time the GetBakedPoints() or GetBakedLength() function is called. The smaller the distance, the more points in the cache and the more memory it will consume, so use with care.

public float BakeInterval { get; set; }

Property Value

float

PointCount

The number of points describing the curve.

public int PointCount { get; set; }

Property Value

int

UpVectorEnabled

If true, the curve will bake up vectors used for orientation. This is used when RotationMode is set to Oriented. Changing it forces the cache to be recomputed.

public bool UpVectorEnabled { get; set; }

Property Value

bool

_Data

public Dictionary _Data { get; set; }

Property Value

Dictionary

Methods

AddPoint(Vector3, Vector3?, Vector3?, int)

Adds a point with the specified position relative to the curve's own position, with control points in and out. Appends the new point at the end of the point list.

If index is given, the new point is inserted before the existing point identified by index index. Every existing point starting from index is shifted further down the list of points. The index must be greater than or equal to 0 and must not exceed the number of existing points in the line. See PointCount.

public void AddPoint(Vector3 position, Vector3? @in = null, Vector3? @out = null, int index = -1)

Parameters

position Vector3
in Vector3?

If the parameter is null, then the default value is new Vector3(0, 0, 0).

out Vector3?

If the parameter is null, then the default value is new Vector3(0, 0, 0).

index int

ClearPoints()

Removes all points from the curve.

public void ClearPoints()

GetBakedLength()

Returns the total length of the curve, based on the cached points. Given enough density (see BakeInterval), it should be approximate enough.

public float GetBakedLength()

Returns

float

GetBakedPoints()

Returns the cache of points as a Vector3[].

public Vector3[] GetBakedPoints()

Returns

Vector3[]

GetBakedTilts()

Returns the cache of tilts as a float[].

public float[] GetBakedTilts()

Returns

float[]

GetBakedUpVectors()

Returns the cache of up vectors as a Vector3[].

If UpVectorEnabled is false, the cache will be empty.

public Vector3[] GetBakedUpVectors()

Returns

Vector3[]

GetClosestOffset(Vector3)

Returns the closest offset to toPoint. This offset is meant to be used in SampleBaked(float, bool) or SampleBakedUpVector(float, bool).

toPoint must be in this curve's local space.

public float GetClosestOffset(Vector3 toPoint)

Parameters

toPoint Vector3

Returns

float

GetClosestPoint(Vector3)

Returns the closest point on baked segments (in curve's local space) to toPoint.

toPoint must be in this curve's local space.

public Vector3 GetClosestPoint(Vector3 toPoint)

Parameters

toPoint Vector3

Returns

Vector3

GetPointIn(int)

Returns the position of the control point leading to the vertex idx. The returned position is relative to the vertex idx. If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0).

public Vector3 GetPointIn(int idx)

Parameters

idx int

Returns

Vector3

GetPointOut(int)

Returns the position of the control point leading out of the vertex idx. The returned position is relative to the vertex idx. If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0).

public Vector3 GetPointOut(int idx)

Parameters

idx int

Returns

Vector3

GetPointPosition(int)

Returns the position of the vertex idx. If the index is out of bounds, the function sends an error to the console, and returns (0, 0, 0).

public Vector3 GetPointPosition(int idx)

Parameters

idx int

Returns

Vector3

GetPointTilt(int)

Returns the tilt angle in radians for the point idx. If the index is out of bounds, the function sends an error to the console, and returns 0.

public float GetPointTilt(int idx)

Parameters

idx int

Returns

float

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool

RemovePoint(int)

Deletes the point idx from the curve. Sends an error to the console if idx is out of bounds.

public void RemovePoint(int idx)

Parameters

idx int

Sample(int, float)

Returns the position between the vertex idx and the vertex idx + 1, where t controls if the point is the first vertex (t = 0.0), the last vertex (t = 1.0), or in between. Values of t outside the range (0.0 >= t <=1) give strange, but predictable results.

If idx is out of bounds it is truncated to the first or last vertex, and t is ignored. If the curve has no points, the function sends an error to the console, and returns (0, 0, 0).

public Vector3 Sample(int idx, float t)

Parameters

idx int
t float

Returns

Vector3

SampleBaked(float, bool)

Returns a point within the curve at position offset, where offset is measured as a distance in 3D units along the curve. To do that, it finds the two cached points where the offset lies between, then interpolates the values. This interpolation is cubic if cubic is set to true, or linear if set to false.

Cubic interpolation tends to follow the curves better, but linear is faster (and often, precise enough).

public Vector3 SampleBaked(float offset = 0, bool cubic = false)

Parameters

offset float
cubic bool

Returns

Vector3

SampleBakedUpVector(float, bool)

Returns an up vector within the curve at position offset, where offset is measured as a distance in 3D units along the curve. To do that, it finds the two cached up vectors where the offset lies between, then interpolates the values. If applyTilt is true, an interpolated tilt is applied to the interpolated up vector.

If the curve has no up vectors, the function sends an error to the console, and returns (0, 1, 0).

public Vector3 SampleBakedUpVector(float offset, bool applyTilt = false)

Parameters

offset float
applyTilt bool

Returns

Vector3

SampleBakedWithRotation(float, bool, bool)

Returns a Transform3D with origin as point position, basis.x as sideway vector, basis.y as up vector, basis.z as forward vector. When the curve length is 0, there is no reasonable way to calculate the rotation, all vectors aligned with global space axes. See also SampleBaked(float, bool).

public Transform3D SampleBakedWithRotation(float offset = 0, bool cubic = false, bool applyTilt = false)

Parameters

offset float
cubic bool
applyTilt bool

Returns

Transform3D

Samplef(float)

Returns the position at the vertex fofs. It calls Sample(int, float) using the integer part of fofs as idx, and its fractional part as t.

public Vector3 Samplef(float fofs)

Parameters

fofs float

Returns

Vector3

SetPointIn(int, Vector3)

Sets the position of the control point leading to the vertex idx. If the index is out of bounds, the function sends an error to the console. The position is relative to the vertex.

public void SetPointIn(int idx, Vector3 position)

Parameters

idx int
position Vector3

SetPointOut(int, Vector3)

Sets the position of the control point leading out of the vertex idx. If the index is out of bounds, the function sends an error to the console. The position is relative to the vertex.

public void SetPointOut(int idx, Vector3 position)

Parameters

idx int
position Vector3

SetPointPosition(int, Vector3)

Sets the position for the vertex idx. If the index is out of bounds, the function sends an error to the console.

public void SetPointPosition(int idx, Vector3 position)

Parameters

idx int
position Vector3

SetPointTilt(int, float)

Sets the tilt angle in radians for the point idx. If the index is out of bounds, the function sends an error to the console.

The tilt controls the rotation along the look-at axis an object traveling the path would have. In the case of a curve controlling a PathFollow3D, this tilt is an offset over the natural tilt the PathFollow3D calculates.

public void SetPointTilt(int idx, float tilt)

Parameters

idx int
tilt float

Tessellate(int, float)

Returns a list of points along the curve, with a curvature controlled point density. That is, the curvier parts will have more points than the straighter parts.

This approximation makes straight segments between each point, then subdivides those segments until the resulting shape is similar enough.

maxStages controls how many subdivisions a curve segment may face before it is considered approximate enough. Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions per curve segment. Increase with care!

toleranceDegrees controls how many degrees the midpoint of a segment may deviate from the real curve, before the segment has to be subdivided.

public Vector3[] Tessellate(int maxStages = 5, float toleranceDegrees = 4)

Parameters

maxStages int
toleranceDegrees float

Returns

Vector3[]

TessellateEvenLength(int, float)

Returns a list of points along the curve, with almost uniform density. maxStages controls how many subdivisions a curve segment may face before it is considered approximate enough. Each subdivision splits the segment in half, so the default 5 stages may mean up to 32 subdivisions per curve segment. Increase with care!

toleranceLength controls the maximal distance between two neighboring points, before the segment has to be subdivided.

public Vector3[] TessellateEvenLength(int maxStages = 5, float toleranceLength = 0.2)

Parameters

maxStages int
toleranceLength float

Returns

Vector3[]