Point sampler for a Path2D.
``````    public class PathFollow2D : Node2D
``````

This node takes its parent Path2D, and returns the coordinates of a point within it, given a distance from the first vertex.

It is useful for making other nodes follow a path, without coding the movement pattern. For that, the nodes must be descendants of this node. Then, when setting an offset in this node, the descendant nodes will move accordingly.

### Constructors

``````    public PathFollow2D()
``````

### Properties

``````    public bool CubicInterp { get; set; }
``````

If `true` the position between two cached points is interpolated cubically, and linearly otherwise.

The points along the Curve2D of the Path2D are precomputed before use, for faster calculations. The point at the requested offset is then calculated interpolating between two adjacent cached points. This may present a problem if the curve makes sharp turns, as the cached points may not follow the curve closely enough.

There are two answers to this problem: Either increase the number of cached points and increase memory consumption, or make a cubic interpolation between two points at the cost of (slightly) slower calculations.

``````    public float HOffset { get; set; }
``````

The node’s offset along the curve.

``````    public float Lookahead { get; set; }
``````

``````    public bool Loop { get; set; }
``````

If `true`, any offset outside the path’s length will wrap around, instead of stopping at the ends. Use it for cyclic paths.

``````    public float Offset { get; set; }
``````

The distance along the path in pixels.

``````    public bool Rotate { get; set; }
``````

If `true`, this node rotates to follow the path, making its descendants rotate.

``````    public float UnitOffset { get; set; }
``````

The distance along the path as a number in the range 0.0 (for the first vertex) to 1.0 (for the last). This is just another way of expressing the offset within the path, as the offset supplied is multiplied internally by the path’s length.

``````    public float VOffset { get; set; }
``````

The node’s offset perpendicular to the curve.

### Methods

``````    public bool GetCubicInterpolation()
``````

Getter for CubicInterp

``````    public float GetHOffset()
``````

Getter for HOffset

``````    public float GetLookahead()
``````

Getter for Lookahead

``````    public float GetOffset()
``````

Getter for Offset

``````    public float GetUnitOffset()
``````

Getter for UnitOffset

``````    public float GetVOffset()
``````

Getter for VOffset

``````    public bool HasLoop()
``````

Getter for Loop

``````    public bool IsRotating()
``````

Getter for Rotate

``````    public void SetCubicInterpolation(bool enable)
``````

Setter for CubicInterp

``````    public void SetHOffset(float hOffset)
``````

Setter for HOffset

``````    public void SetLookahead(float lookahead)
``````

Setter for Lookahead

``````    public void SetLoop(bool loop)
``````

Setter for Loop

``````    public void SetOffset(float offset)
``````

Setter for Offset

``````    public void SetRotate(bool enable)
``````

Setter for Rotate

``````    public void SetUnitOffset(float unitOffset)
``````

Setter for UnitOffset

``````    public void SetVOffset(float vOffset)
``````

Setter for VOffset

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