This page has been translated automatically.
Видеоуроки
Interface
Essentials
Advanced
Полезные советы
Программирование на C#
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Настройки и предпочтения
Работа с проектами
Настройка параметров узла
Setting Up Materials
Setting Up Properties
Освещение
Landscape Tool
Sandworm (Experimental)
Использование инструментов редактора для конкретных задач
Extending Editor Functionality
Встроенные объекты
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Objects
Sound Objects
Pathfinding Objects
Players
Программирование
Основы
Настройка среды разработки
Примеры использования
UnigineScript
C++
C#
Унифицированный язык шейдеров UUSL
File Formats
Rebuilding the Engine Tools
GUI
Двойная точность координат
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Art Samples
Tutorials
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Unigine::NavigationMesh Class

Header: #include <UniginePathFinding.h>
Inherits: Navigation

This class enables to create a navigation area above the surface of an arbitrary mesh. In fact, the navigation mesh is the area of the specified height above the mesh polygons, which is available for pathfinding.

Notice
A mesh used as a base for the navigation mesh should meet the requirements described here.

See Also#

  • The article on Navigation Mesh
  • A set of samples located in the data/samples/paths folder:
    1. mesh_00
    2. route_03
    3. route_04

NavigationMesh Class

Members


static NavigationMeshPtr create ( ) #

Constructor. Creates an empty navigation mesh.

static NavigationMeshPtr create ( const char * arg1 ) #

Creates a navigation mesh from the given *.mesh file.

Arguments

  • const char * arg1 - Path to the *.mesh file.

void setDepth ( int depth ) #

Sets a depth value. The larger the depth value, the better control over accuracy and speed of route calculation is provided.

Arguments

  • int depth - A depth, which is an integer value in range [0;4].

int getDepth ( ) #

Returns the depth value, which is an integer value in range [0;4]. The larger the depth value, the better control over accuracy and speed of route calculation is provided.

Return value

The depth value.

void setHeight ( float height ) #

Sets the distance above the navigation mesh polygons that is available for pathfinding. By default, the height is set to 1.

Arguments

  • float height - Height in units.

float getHeight ( ) #

Returns the distance above the navigation mesh polygons that is available for pathfinding. By default, the height is set to 1.

Return value

Height in units.

int setMesh ( const Ptr<Mesh> & mesh ) #

Copies a given mesh into the mesh, on which the current navigation mesh is based.

Arguments

  • const Ptr<Mesh> & mesh - Mesh to be copied.

Return value

1 if the mesh is copied successfully; otherwise, 0.

int getMesh ( const Ptr<Mesh> & mesh ) #

Copies the mesh that is used as a base for the current navigation mesh into the received mesh.

Arguments

  • const Ptr<Mesh> & mesh - A mesh into which the current mesh is copied.

Return value

1 if the mesh is copied successfully; otherwise, 0.

int setMeshName ( const char * path, int force_load = 0 ) #

Sets a new name for the mesh used as a base for the navigation mesh and forces loading of the mesh with the new name for the current navigation mesh.

Arguments

  • const char * path - A mesh name to be set.
  • int force_load - Force flag.
    • If 1 is specified, the mesh with the new name will be loaded immediately.
    • If 0 is specified, only the mesh name will be updated.

Return value

1 if:
  • The current mesh name coincides the new name.
  • The mesh with the new name has been loaded successfully.
  • The force flag is set to 0.
In other cases, 0.

const char * getMeshName ( ) #

Returns the name of the mesh used as a base for the navigation mesh.

Return value

The mesh name.

int loadMesh ( const char * path ) #

Loads a mesh, on which the navigation mesh is based, from the file. This function doesn't change the mesh name.

Arguments

  • const char * path - A relative path to the *.mesh file.

Return value

1 if the mesh is loaded successfully; otherwise, 0.

int saveMesh ( const char * path ) #

Saves the mesh, on which the navigation mesh is based, to the file.

Arguments

  • const char * path - A relative path to the *.mesh file.

Return value

1 if the mesh is saved successfully; otherwise, 0.

static int type ( ) #

Returns the type of the node.

Return value

Navigation type identifier.

void setMeshName ( const char * name ) #

Arguments

  • const char * name
Last update: 24.11.2020
Build: ()