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Once PathEngine meshes have been generated to define the ground surfaces of a world, obstacles can now be placed on these surfaces. (See this page for an introduction to PathEngine obstacles.)
When generating meshes from 3DS Max, obstacles can be represented directly in Max (as 'pinned shapes'), and exported together with a ground mesh. (See this page, in the exporter documentation.)
When using a content chain based on the content processing functionality (or direct mesh xml generation) obstacle placement needs to be performed directly through the main API.
iAgent instances are used to represent the placement of an object with a given shape at a given position on the surface of a mesh (for both obstacles and pathfinding agents).
To place an obstacle you need both a position and a shape.
Information about resolving positions to the ground can be found
here.
Note that iShape instances are
subject to range constraints, as described in
Obstacles that are completely static (e.g. obstacles that are used to represent scenery objects) should be 'burnt in' for preprocessing.
This enables PathEngine to work with large numbers of these kinds of obstacles very efficiently.
When exporting from Max, obstacles tagged with the 'baseObstacle' prefix are automatically burnt in.
When placing obstacles directly through the main API,
Obstacle sets (added in release 5.0 of the SDK)
now enable you to effectively work with multiple sets of 'burnt-in' obstacles, and to modify these
sets of obstacles semi-dynamically. Refer to
Obstacles can be named and stored with a mesh, but not burnt in, using
This is useful for placing things like doors, switches or other content features that will then be managed
dynamically at run-time.
Refer to this page for information about run-time dynamic obstacle management.
| Documentation for PathEngine release 5.16 - Copyright © 2002-2008 PathEngine | next: |