PathEngine home previous: Obstacle Placementnext: Representing Regions with Cost to Traverse
Contents, Programmers Guide, World Representation, Setting Face Attributes

Setting Face Attributes

PathEngine enables attributes to be associated with faces in a ground mesh, to represent information about the ground at that point such as surface type, or to divide the ground into numbered sections.

Refer to Face Attributes for a list of face attributes.

Applying ground attributes

If you are using the Max exporter to generate meshes then refer to Surface types and Setting section IDs for information about the attributes that can be set up from within 3DS Max.

If you are using the content processing functionality then face attributes are controlled by the iFaceVertexMesh instances passed in to the content processing.
Refer to Face Vertex Meshes for details.

If you are generating ground mesh XML directly then face attributes can be set by adding the relevant attributes to tris in the XML.
Refer to XML Ground Meshes for details.

Surface type

The surface type attribute can be used to set up regions with cost to traverse.
Refer to Representing Regions with Cost to Traverse for details.

Section IDs

The section ID attribute can be used to set up terrain layers with callbacks for height detail.
Refer to Working with Terrain for details.

This attribute can also be used to control the conversion of game points to positions on the ground.
Refer to Converting to and from PathEngine's Position Representation for details.

Memory overhead

Face attributes are implemented in such a way that there is no overhead for face attribute channels that are not used for a mesh.

Documentation for PathEngine release 6.03 - Copyright © 2002-2021 PathEnginenext: Representing Regions with Cost to Traverse