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Finds the shortest path
from a given start position to a given end position
for agents with a specified collision shape.
(This version supports passing in a callback object to enable the query to be aborted early.)
iPath* findShortestPath_WithQueryCallBack(const iShape* shape, const iCollisionContext* context, const cPosition& start, const cPosition& goal, iQueryCallBack* queryCallBack) 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.
The start point for pathfinding.|
This position must be a valid position on this mesh, and must not be obstructed by the base mesh or burnt-in obstacles.
The target point for pathfinding.|
This position must be a valid position on this mesh.
|queryCallBack||A pointer to a valid implementation of the iQueryCallBack interface, or else null.|
If start and end are identical then a path with only one point is returned.
Queries for which the target position is obstructed can be alot more expensive,
so if the target position is potentially obstructed then it is a good idea to
If the target position is obstructed then you know that the query will fail.
This check is not performed internally to avoid adding overhead in cases where the target position is known in advance to be unobstructed.
Note that if the search is aborted by the query callback then the path returned will not reach the goal.
Path findShortestPath_WithQueryCallBack(Shape shape, CollisionContext context, PathEngine.Position start, PathEngine.Position goal, QueryCallBack queryCallBack);
Path findShortestPath_WithQueryCallBack(Shape shape, CollisionContext context, Position start, Position goal, QueryCallBack queryCallBack);
|Documentation for PathEngine release 6.00 - Copyright © 2002-2016 PathEngine||next: |