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Finds the shortest path of escape from a specified region for the agent.
(This version supports passing in a callback object to enable the query to be aborted early.)
std::unique_ptr<iPath> findPathAway_WithQueryCallBack(const iCollisionContext* context, const cPosition& awayFrom, int32_t distanceAway, iQueryCallBack* queryCallBack) const
The state of dynamic collision that will apply for this query.|
An empty context can be specified by passing nullptr for this argument.
Note that the agent is not considered to obstruct itself even if included in this context.
|awayFrom||A position defining the centre of a region to escape from. This position must be a valid position on this mesh.|
|distanceAway||Controls the size of the region to escape from, see below.|
|queryCallBack||A pointer to a valid implementation of the iQueryCallBack interface, or else null.|
Requires that the agent is moveable and that pathfinding preprocess has been generated on the agent's mesh for the agent's collision shape.
The start point for pathfinding (i.e. the agent's current position) must not be obstructed by the base mesh or burnt-in obstacles.
Calling this method is functionally equivalent to calling
Path findPathAway_WithQueryCallBack(CollisionContext context, PathEngine.Position awayFrom, int distanceAway, QueryCallBack queryCallBack);
Path findPathAway_WithQueryCallBack(CollisionContext context, Position awayFrom, int distanceAway, QueryCallBack queryCallBack);
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