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Setting Up Development Environment
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Just like cars, each pedestrian is an entity and is bound to a node reference. The base class for pedestrians is called "Pedestrian".

ObjectMeshSkinned Settings

As a root node for pedestrian node reference there must be an ObjectMeshSkinned. As with cars, pedestrians must have a surface replicating a pedestrian's bounding box. This surface is required for pedestrian identification by means of intersection rays. A pedestrian's intersection mask should be 0x00000080.

Pedestrian Settings
For each pedestrian's ObjectMeshSkinned, a BodyRigid and its shapes are adjusted manually from Editor.

By default, pedestrian animation can have two options: "Animation Idle" and "Animation Walk". In the "Pedestrian" entity settings you can specify the following parameters:

  • Paths to files with animation.
  • The animation playback speed.
  • The minimum and maximum pedestrian speed.
  • The pedestrian turn speed.

Custom Animation

In case you want to change animation logic, you need to inherit a "Pedestrian" class and redefine the following methods:

  • Pedestrian::animation_init(), which performs animation initialization.
  • Pedestrian::animation_update(), which performs animation update.
These methods are called automatically. A Pedestrian::animation_update() method is called every frame.
Last update: 2017-07-03
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