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Finds the closest unobstructed position, if one exists within a specified region around the agent's position.
cPosition findClosestUnobstructedPosition(const iCollisionContext* context, int32_t maximumDistance) const;
The state of dynamic collision that will apply for this query.|
An empty context can be specified by passing a value of zero for this argument.
Note that the agent is not considered to obstruct itself even if included in this context.
This parameter controls the size of the region within which to search for an unobstructed position.
Must be greater than zero.
The region searched is an axis aligned rectangle defined by the agent's current position and maximumDistance, as follows:
x >= position.x - maximumDistance
x <= position.x + maximumDistance
y >= position.y - maximumDistance
y <= position.y + maximumDistance
Only positions reachable through the mesh within this region are searched. This prevents points on completely unconnected layers of overlapping geometry being returned.
PathEngine.Position findClosestUnobstructedPosition(CollisionContext context, int maximumDistance);
Position findClosestUnobstructedPosition(CollisionContext context, int maximumDistance);
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