AgentPathfindingProperties

C++
File

IAgent.h

Notes

In practice, rather than modifying/setting all these values explicitly when making a pathfind request, I suggest you set up bunch of constant sets of properties, and use them.

AgentPathfindingProperties::avoidObstacles Data Member
C++
bool avoidObstacles;
AgentPathfindingProperties::customNavCapsMask Data Member
C++
uint32 customNavCapsMask;
AgentPathfindingProperties::dangerCost Data Member
C++
float dangerCost;
AgentPathfindingProperties::exposureFactor Data Member
C++
float exposureFactor;
AgentPathfindingProperties::flightResistanceFactor Data Member
C++
float flightResistanceFactor;
AgentPathfindingProperties::height Data Member
C++
float height;
AgentPathfindingProperties::id Data Member
C++
int id;
Description

NOTE Aug 17, 2009:

AgentPathfindingProperties::maxSlope Data Member
C++
float maxSlope;
AgentPathfindingProperties::maxWaterDepth Data Member

Only travel if water depth is between min and max values.

C++
float maxWaterDepth;
AgentPathfindingProperties::minWaterDepth Data Member
C++
float minWaterDepth;
AgentPathfindingProperties::navCapMask Data Member
C++
Description

Kind of nodes this agent can traverse. Expected to normally be set just once when the agent is created.

AgentPathfindingProperties::radius Data Member
C++
float radius;
AgentPathfindingProperties::roadResistanceFactor Data Member
C++
float roadResistanceFactor;
AgentPathfindingProperties::triangularResistanceFactor Data Member
C++
float triangularResistanceFactor;
Description

Basic extra costs associated with traversing each node type. Everything below here could be reasonably set/modified each time a pathfind request is made.

AgentPathfindingProperties::volumeResistanceFactor Data Member
C++
float volumeResistanceFactor;
AgentPathfindingProperties::waterResistanceFactor Data Member

Additional cost modifiers.

C++
float waterResistanceFactor;
AgentPathfindingProperties::waypointResistanceFactor Data Member
C++
float waypointResistanceFactor;
AgentPathfindingProperties::zScale Data Member

Quantity the z component should be scaled by when calculating distances.

C++
float zScale;
AgentPathfindingProperties::AgentPathfindingProperties Constructor ()
C++
AgentPathfindingProperties();
AgentPathfindingProperties::AgentPathfindingProperties Constructor (IAISystem::tNavCapMask, float, float, float, float, float, float, float, float, float, float, float, uint32, float, float, float, int, bool)
C++
AgentPathfindingProperties(IAISystem::tNavCapMask navCapMask, float triangularResistanceFactor, float waypointResistanceFactor, float flightResistanceFactor, float volumeResistanceFactor, float roadResistanceFactor, float waterResistanceFactor, float maxWaterDepth, float minWaterDepth, float exposureFactor, float dangerCost, float zScale, uint32 _customNavCapsMask = 0, float radius = 0.3f, float height = 2.0f, float maxSlope = 0.0f, int id = -1, bool avoidObstacles = true);
AgentPathfindingProperties::SetToDefaults Method
C++
void SetToDefaults();