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Contents, Programmers Guide, World Representation, 3D Content Processing, Running the 3D Processing

Running the 3D Processing

Once you've linked with the 3D processing, and obtained a pointer to the 3D processing interface, the actual 3D processing operation is performed with either iContentProcessing3D::buildAndSaveGround() or iContentProcessing3D::buildGround().

Use buildAndSaveGround() if you are running in a dedicated content tool, and just want to output a ground mesh result.

Use buildGround() if you need to work with the ground mesh result directly, or if you need to perform operations on the ground mesh before saving (e.g. adding in pinned shapes or content markers, or performing things like position to position reachability checks).

'One shot' or 'tile by tile' processing

Processing a scene with a single call to the content processing method, in this way, is referred to as 'one shot' content processing.

It is also possible to process large scenes as a set of independant tiles pieces, that are later combined back together to create a final run-time ground mesh ('tile by tile' processing).

See this page, for more detailed about possibilities for tile by tile processing.

Choice of voxel or BSP processing method

The PathEngine 3D content processing supports two different processing methods, with based on either voxelised or BSP (binary space partitioning) intermediate representation of 3D obstructed space.

You can choose the processing method to be applied with the 'method' content processing option.

By default, BSP processing will be performed.

Controlling the 3D content process

The 3D content process is controlled by some core parameters, passed in to the processing method directly, with more options then also available and controlled through the values supplied to the 'options' argument.

Documentation for PathEngine release 6.00 - Copyright © 2002-2016 PathEnginenext: BSP and Voxel Based Processing Methods