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Contents, Programmers Guide, World Representation, 2D Content Processing, 2D Content Processing Options

2D Content Processing Options

The following options may be specified (as attribute/value pairs) to control the exact behaviour of the 2D content processing functionality:

'filterFacesWithSlopeAbove'

Setting this attribute to the desired threshold value turns on steep slope filtering.
Refer to Filtering Steep Faces for details.

'optimiseWithThreshold'

Setting this attribute to the desired maximum error value turns on mesh external edge optimisation.
Refer to Mesh Optimisation for details.

'optimiseThreshold_Vertical'

Can be used to specify a separate threshold for vertical error, in the mesh optimisation controlled by 'optimiseWithThreshold'.
(Refer to Mesh Optimisation for more details.)

'optimiseBoundariesWithThreshold'

Setting this attribute to the desired maximum error value turns on mesh internal boundary optimisation.
Refer to Mesh Optimisation for details.

'optimiseBoundariesThreshold_Vertical'

Can be used to specify a separate threshold for vertical error, in the mesh optimisation controlled by 'optimiseBoundariesWithThreshold'.
(Refer to Mesh Optimisation for more details.)

'numberOfTerrainLayers'

Controls the number of sectionID values that should be considered as reserved for terrain stand-in geometry.
Portals that are not explicitly marked as 'terrain portals' will not resolve to faces in this stand-in geometry.
The value of this attribute defaults to 1, if the attribute is not supplied, and in most cases the attribute should be left at this default value.

'explicitlyManagedEdgeConnections'

Defaults to false.
Set this attribute to true in the case where your application is managing edge to edge connections explicitly and adding bridging faces for these connections with iContentChunkInstance::makeEdgeConnection().
In this case, the 2D content processing will only connect edges where there are exact matches, and will not report errors for unmatched edges.

'applyExternalShapeZInTerrain'

Defaults to false.
If this option is set to true the heights of vertices added to terrain stand-in geometry during the processing of portal and external shape connections will be taken from the external shape being cut, as opposed to being interpolated in existing stand-in geometry.

'processConnections'

Defaults to true.
Setting this option to false turns off edge to edge and building entrance portal connection processing, which can be useful, for example, for validating content chunk instance ground geometry per placed instance (as an alternative to using prevalidation).

'removeObstructedFragmentsWithShape'

When set, the value string for this attribute will be parsed to obtain an agent shape, and any disconnected ground fragments that are completely obstructed for this agent shape discarded.

The vertex coordinate string should be supplied in the format x1,y1,x2,y2,x3,y3.. i.e. as a set of comma separated alternating x and y coordinate values of length depending on the number of vertices in the shape.
Exactly the same constraints apply to these vertex coordinates as to the coordinate array passed in to iPathEngine::newShape(), i.e. the shape must be convex, contain the origin, and so forth.
An example valid vertex coordinate string is "-20,-20,-20,20,20,20,20,-20" for a 40 unit by 40 unit axis aligned square.


Documentation for PathEngine release 6.00 - Copyright © 2002-2016 PathEnginenext: Filtering Steep Faces