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Advances the agent along a path without allowing the agent to enter obstructed regions because of position approximation.
bool advanceAlongPath(iPath* path, float distance, const iCollisionContext* context);
A path along which to advance the agent.|
The path must start at the agent's current position, and the path will then be updated so to start at the agent's new position after the advance.
A null pointer may safely be passed in to this argument, in which case the call will have no effect.
The distance to advance along the path.|
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.
Note that the agent is not considered to obstruct itself even if included in this context.
Requires that the agent is moveable and that collision preprocess has been generated on the agent's mesh for the agent's collision shape.
The agent will be moved along the path and at the same time the path updated to start at the agents new position.
When approximating positions along diagonal path segments,
collision checks are used to prevent the agent from getting placed inside obstructed space.
Information is stored within
bool advanceAlongPath(Path path, float distance, CollisionContext context);
boolean advanceAlongPath(Path path, float distance, CollisionContext context);
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