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iMesh::addAnchorsAndShapes()

Description

Adds a set of anchors and shapes, represented in the form of an object derived from the Interface iAnchorsAndPinnedShapes interface class, to this mesh.

Syntax

void addAnchorsAndShapes(const iAnchorsAndPinnedShapes* anchorsAndShapes, const char* idPrefix, int32_t numberOfTerrainLayers);

Parameters

anchorsAndShapes Pointer to an object derived from iAnchorsAndPinnedShapes, defining a set of anchors and pinned shapes to be added to this mesh.
This pointer is not retained after the method returns.
idPrefix A C string to be prefixed to the ID for any anchors and named obstacles placed.
numberOfTerrainLayers The range of sectionID values reserved for terrain stand-in geometry.
Reserved sectionID values start at zero, so passing 1 into this attribute reserves sectionID of zero for terrain.
Anchors which are not specifically marked as 'terrain anchors' will not resolve to faces with sectionID attributes in the reserved range.

Remarks

Anchors with no name (i.e. anchors for which iAnchorsAndPinnedShapes::anchor_Name() returns an empty string) are considered 'anonymous anchors'.
These may be used to pin shapes to the mesh, but are not themselves added as named anchors.

Refer to this page for more information about PathEngine obstacle placement.

C# Mapping

void addAnchorsAndShapes(AnchorsAndPinnedShapes anchorsAndShapes, string idPrefix, int numberOfTerrainLayers);

Java Mapping

void addAnchorsAndShapes(AnchorsAndPinnedShapes anchorsAndShapes, String idPrefix, int numberOfTerrainLayers);

Documentation for PathEngine release 6.00 - Copyright © 2002-2016 PathEnginenext: iMesh::addEndPoint()