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Finds the closest unobstructed position, if one exists within a specified region around a given position.
cPosition findClosestUnobstructedPosition(const iShape* shape, const iCollisionContext* context, const cPosition& position, int32_t maximumDistance) const;
|shape||The collision shape to use for this query.|
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.
|position||The centre of the region within which to search for an unobstructed position.|
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 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.
(This is essentially the same mechanism as is used for the path away queries, so see
PathEngine.Position findClosestUnobstructedPosition(Shape shape, CollisionContext context, PathEngine.Position position, int maximumDistance);
Position findClosestUnobstructedPosition(Shape shape, CollisionContext context, Position position, int maximumDistance);
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