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Contents, API Reference, Values and Strings, Mesh Loading Options

Mesh Loading Options

Attribute
Description
'partitionByObstacleCentres' This option may be set to either 'true' or 'false', and defaults to 'false'.
If set to 'true' then the mapping for the mesh being loaded will be partitioned by adding extra vertices at the positions of any base obstacles attached to the mesh.
'useIdentityMapping' This option may be set to either 'true' or 'false', and defaults to 'false'.
This options will only affect the loading process in the case where there is not already a mapping associated with the mesh being loaded.
If set to 'true' then a mapping will be generated directly from the base mesh partitioning.
'partitionWithGridSize' This option must be zero or positive, and defaults to zero.
If set to a non-zero value, then this species a grid square size, and PathEngine will then insert addition vertices in the mapping for the mesh being loaded, in a regular grid arrangement based on this grid square size, wherever these points are not close to existing mesh external edges.
This can improve performance in some cases where a lot of placed shapes are being placed into large ground mesh areas without holes.
This partitioning option can only be used in the case where there is not already a mapping associated with the mesh being loaded.
'allowCollisionWithoutPreprocess' This option may be set to either 'true' or 'false', and defaults to 'false'.
If this option is set to 'true' then a minimal amount of preprocess is generated to enable some of the collision queries to be used without the generation of agent shape specific preprocess.
Refer to Performing Collision Queries without Preprocess for more details about using this option.
'partitionTranslationTo3D' This option may be set to either 'true' or 'false', and defaults to 'false'.
If this option is set to 'true' then additional partitioning information is generated to speed up queries that convert cPositions back to positions on the base 3D mesh.
(So, for example iMesh::heightAtPosition(), and similar.)
This is useful when the 3d meshes contain large amounts of height detail, such as terrain detail, and for some reason terrain callback mechanisms cannot be used.

Documentation for PathEngine release 6.00 - Copyright © 2002-2016 PathEnginenext: Obstacle Set Creation Attributes