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[Feature Request] Closest point on spline.

A function that takes an actor's world position and finds the closest point on a spline curve would be most useful. One can often get around it but it can demand quite a lot of work and it seems like a very useful function.


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asked Mar 19 '15 at 12:34 AM in Everything Else

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avatar image TJ V ♦♦ STAFF Jan 16 '17 at 09:02 PM


I see this post has several up votes but it is almost 2 years old. Is this something everyone is still interested in seeing implemented?

Also, if anyone would like to post their implementation of this functionality to help others; please feel free.



avatar image Shempii Mar 31 '17 at 03:07 PM

I think it would be useful still

avatar image RumbleMonk Mar 31 '17 at 05:14 PM

I'd still vote for this.

At the time I was using splines for avatars' movements on a map, not having this functionality was cumbersome. I can think of other use cases of course - a free-moving actor might need this for events that for whatever reason need to get attached to a defined path of travel at a certain time for instance.

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2 answers: sort voted first

It's not a implementation, but an approach analog to the Newton Algorithm for zero intersection :

 location = actorsWorldPosition
 pointA = getClosestSplinePoint
 pointB = getSecoundClosestSplinePoint

 currentDelta = Distance(pointA, location)

 while(currentDelta > Threshhold) { // my Thresshold is 1

 // get 2 extra Points between the outer Points
 point1 = A
 point2 = getPointOnPlineByDistance( 1/3 * (DistanceB-DistanceA) )
 point3 = getPointOnPlineByDistance( 2/3 * (DistanceB-DistanceA) )
 point4 = B
 // check which 2 points are the closest to location, they have to be neigbors, thats given with catmul splines, don't worry
 pointA = closest
 pointB = secoundClosest
 currentDelta -= Distance(LocationBetweenNewPoints, location)

This is just from my memory, don't blame me for details. It also isn't prefect, because it orients itself at the 2 closest spline points, in this example it's not so cool: alt text

We didn't code a solution, we just didn't overextend our tangents of the spline and used more spline points at critical positions

splin.png (4.2 kB)
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answered Jan 17 '17 at 10:12 AM

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answered Feb 25 '19 at 10:16 PM

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avatar image RumbleMonk Feb 25 '19 at 11:11 PM

Reckon that'll do the trick - thanks a bunch for the heads up! Awesome!

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