Obstacle detector class used for example by SCR_GeneratorBaseEntity and ObjectBrushTool Refreshing Obstacles grabs all the possible obstacles HasObstacle checks depending on Avoid* settings Refreshing Obstacles -then- setting AvoidX is possible as first all obstacles are stored then used or not in the detection.
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| void | SetupObstacleArrays (bool setupRoadSplines, bool setupAreaSplines) |
| | Sets up needed arrays.
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| bool | BaseSplineQueryFilter (IEntity entity, bool getRoadSplines, bool getAreaSplines) |
| | Fills m_aAvoidInfo* arrays from RefreshObstaclesBy* request for HasObstacle usage AllSplineQueryFilter, RoadSplineQueryFilter, AreaSplineQueryFilter call it.
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| bool | AllSplineQueryFilter (IEntity entity) |
| | Fills m_aAvoidInfo* arrays from RefreshObstaclesBy* request for HasObstacle usage.
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| bool | RoadSplineQueryFilter (IEntity entity) |
| | Fills m_aAvoidInfo* arrays from RefreshObstaclesBy* request for HasObstacle usage.
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| bool | AreaSplineQueryFilter (IEntity entity) |
| | Fills m_aAvoidInfo* arrays from RefreshObstaclesBy* request for HasObstacle usage.
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Obstacle detector class used for example by SCR_GeneratorBaseEntity and ObjectBrushTool Refreshing Obstacles grabs all the possible obstacles HasObstacle checks depending on Avoid* settings Refreshing Obstacles -then- setting AvoidX is possible as first all obstacles are stored then used or not in the detection.
◆ AllSplineQueryFilter()
| bool SCR_ObstacleDetector.AllSplineQueryFilter |
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IEntity | entity | ) |
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Fills m_aAvoidInfo* arrays from RefreshObstaclesBy* request for HasObstacle usage.
◆ AreaSplineQueryFilter()
| bool SCR_ObstacleDetector.AreaSplineQueryFilter |
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IEntity | entity | ) |
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Fills m_aAvoidInfo* arrays from RefreshObstaclesBy* request for HasObstacle usage.
◆ BaseSplineQueryFilter()
| bool SCR_ObstacleDetector.BaseSplineQueryFilter |
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IEntity | entity, |
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bool | getRoadSplines, |
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bool | getAreaSplines ) |
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Fills m_aAvoidInfo* arrays from RefreshObstaclesBy* request for HasObstacle usage AllSplineQueryFilter, RoadSplineQueryFilter, AreaSplineQueryFilter call it.
- Parameters
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| [in] | getRoadSplines | get "road-like" splines - roads, rivers, powerlines |
| [in] | getAreaSplines | get area splines - lakes, forests |
- Returns
- true when done
◆ ClearObstacles()
| void SCR_ObstacleDetector.ClearObstacles |
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Empties obstacles information - a SCR_ObstacleDetector.RefreshObstaclesBy*() method must be called to use HasObstacle again.
◆ GetObstacles()
◆ HasObstacle()
| bool SCR_ObstacleDetector.HasObstacle |
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vector | worldPos, |
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array< IEntity > | exclusionList = null ) |
Detects obstacles based on current settings - a SCR_ObstacleDetector.RefreshObstaclesBy*() method must have been called earlier.
- Parameters
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| [in] | worldPos | the location to check - only the 2D position will be checked |
| [in] | exclusionList | list of entities that should not be considered as obstacles |
- Returns
- true if an obstacle has been detected or on error, false otherwise
◆ HasObstaclesList()
| bool SCR_ObstacleDetector.HasObstaclesList |
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Check if calling HasObstacle is possible.
- Returns
- true if a search for obstacles (using Refresh.*Obstacles.* methods) has been called (after init or ClearObstacles call)
◆ RefreshAreaObstaclesBySphere()
| void SCR_ObstacleDetector.RefreshAreaObstaclesBySphere |
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vector | worldPos, |
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float | radius ) |
◆ RefreshAreaObstaclesByWorld()
| void SCR_ObstacleDetector.RefreshAreaObstaclesByWorld |
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◆ RefreshObstaclesByAABB()
| void SCR_ObstacleDetector.RefreshObstaclesByAABB |
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vector | worldMin, |
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vector | worldMax ) |
- Parameters
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| [in] | worldMin | |
| [in] | worldMax | |
◆ RefreshObstaclesByWorld()
| void SCR_ObstacleDetector.RefreshObstaclesByWorld |
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◆ RefreshRoadObstaclesBySphere()
| void SCR_ObstacleDetector.RefreshRoadObstaclesBySphere |
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vector | worldPos, |
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float | radius ) |
◆ RoadSplineQueryFilter()
| bool SCR_ObstacleDetector.RoadSplineQueryFilter |
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IEntity | entity | ) |
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Fills m_aAvoidInfo* arrays from RefreshObstaclesBy* request for HasObstacle usage.
◆ SetAvoidForests()
| void SCR_ObstacleDetector.SetAvoidForests |
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bool | avoidForests | ) |
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◆ SetAvoidLakes()
| void SCR_ObstacleDetector.SetAvoidLakes |
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bool | avoidLakes | ) |
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◆ SetAvoidLand()
| void SCR_ObstacleDetector.SetAvoidLand |
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bool | avoidLand | ) |
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◆ SetAvoidLandOceanOffset()
| void SCR_ObstacleDetector.SetAvoidLandOceanOffset |
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float | offset | ) |
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positive = above water, negative = below water
- Parameters
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| [in] | offset | value in metres |
◆ SetAvoidObjects()
| void SCR_ObstacleDetector.SetAvoidObjects |
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bool | avoidObjects | ) |
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◆ SetAvoidObjectsDetectionHeight()
| void SCR_ObstacleDetector.SetAvoidObjectsDetectionHeight |
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float | height | ) |
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◆ SetAvoidObjectsDetectionRadius()
| void SCR_ObstacleDetector.SetAvoidObjectsDetectionRadius |
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float | radius | ) |
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- Parameters
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| [in] | radius | accepts 0..inf radius - a negative value will be considered to be zero |
◆ SetAvoidOcean()
| void SCR_ObstacleDetector.SetAvoidOcean |
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bool | avoidOcean | ) |
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◆ SetAvoidPowerLines()
| void SCR_ObstacleDetector.SetAvoidPowerLines |
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bool | avoidPowerLines | ) |
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◆ SetAvoidRivers()
| void SCR_ObstacleDetector.SetAvoidRivers |
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bool | avoidRivers | ) |
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◆ SetAvoidRoads()
| void SCR_ObstacleDetector.SetAvoidRoads |
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bool | avoidRoads | ) |
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◆ SetAvoidTracks()
| void SCR_ObstacleDetector.SetAvoidTracks |
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bool | avoidTracks | ) |
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◆ SetupObstacleArrays()
| void SCR_ObstacleDetector.SetupObstacleArrays |
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bool | setupRoadSplines, |
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bool | setupAreaSplines ) |
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Sets up needed arrays.
- Parameters
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| [in] | setupRoadSplines | instanciates "road" spline arrays |
| [in] | setupAreaSplines | instanciates area spline arrays |
◆ m_aAvoidInfoForests
◆ m_aAvoidInfoLakes
◆ m_aAvoidInfoPowerLines
◆ m_aAvoidInfoRivers
◆ m_aAvoidInfoRoads
◆ m_aAvoidInfoTracks
◆ m_AvoidObjectTraceSphere
| ref TraceSphere SCR_ObstacleDetector.m_AvoidObjectTraceSphere |
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◆ m_bAvoidForests
| bool SCR_ObstacleDetector.m_bAvoidForests |
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◆ m_bAvoidLakes
| bool SCR_ObstacleDetector.m_bAvoidLakes |
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◆ m_bAvoidLand
| bool SCR_ObstacleDetector.m_bAvoidLand |
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◆ m_bAvoidObjects
| bool SCR_ObstacleDetector.m_bAvoidObjects |
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◆ m_bAvoidOcean
| bool SCR_ObstacleDetector.m_bAvoidOcean |
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◆ m_bAvoidPowerLines
| bool SCR_ObstacleDetector.m_bAvoidPowerLines |
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◆ m_bAvoidRivers
| bool SCR_ObstacleDetector.m_bAvoidRivers |
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◆ m_bAvoidRoads
| bool SCR_ObstacleDetector.m_bAvoidRoads |
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◆ m_bAvoidTracks
| bool SCR_ObstacleDetector.m_bAvoidTracks |
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◆ m_fAvoidLandOceanOffset
| float SCR_ObstacleDetector.m_fAvoidLandOceanOffset |
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◆ m_fAvoidObjectsDetectionHeight
| float SCR_ObstacleDetector.m_fAvoidObjectsDetectionHeight |
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◆ m_fAvoidObjectsDetectionRadius
| float SCR_ObstacleDetector.m_fAvoidObjectsDetectionRadius |
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◆ m_fOceanLevel
| float SCR_ObstacleDetector.m_fOceanLevel |
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The documentation for this interface was generated from the following file:
- Game/Generators/Common/SCR_ObstacleDetector.c