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Contents
Contents
Description
Documentation for the PathEngine SDK.
Contents
Overview
Introduction
SDK Contents and Installation
Getting Started
Design Decisions
Fundamental Concepts
Ground Meshes
Obstacles
The PathEngine Movement Model
Representing Positions on the Ground
Why Integer Coordinates?
Additional Features Overview
Steps and Staircases
Off‑Mesh Connections
Ground Attributes
Regions with Cost to Traverse
Key Performance Optimisations
Programmers Guide
World Representation
Choosing an Approach
2D Content Processing
3D Content Processing
Direct XML Generation
PathEngine Coordinates
Obstacle Placement
Setting Face Attributes
Representing Regions with Cost to Traverse
Working with Terrain
Pathfinding Through Forests
Mesh Federations
Linking with the SDK
Calling Through Abstract Base Classes
Interface Version Numbers
Linking with the TestBed
Linking with the PathEngine DLL
Dynamic Linking on GCC Based Platforms
Linking with PathEngine Statically
Applying the SDK
Miscellaneous API Issues
Working with the TestBed
Shape Validation
Preprocess Generation
Converting to and from PathEngine's Position Representation
Obstacle Management
Collision Queries
Performing Collision Queries without Preprocess
Pathfinding Queries
Limiting the Scope for Pathfinding
Aborting Pathfinding Early
Path Post Processing
Advancing Along Paths
Using PathEngine with Multithreaded Applications
Working with Off‑Mesh Connections
PathEngine Angles
Tutorials
A basic application
Tutorial 1
Tutorial 2
Tutorial 3
Example Projects
'loadpathengine'
'testapplication'
'swarm'
'pathstress'
'memory'
'backgroundloading'
'threadpool'
'contentchunks'
'meshfederation'
'run3dcontentprocessing'
'SemiDynamicObstacles'
The 3D Content Processing Demo
Obtaining and running the demo
Getting started
Placing an agent and pathfinding
Changing agent height
How it works
Modifying the scene
Building the source code
The Playable Demo
Obtaining and running the demo
How to play
Script and content modifications
Obtaining and building the source
Building the Source Code
Internal Organisation
The Interface Layer Package
The Full Source Package
Platform Specific Source Code Archives
Configurations
Exception Handling
Building in Visual Studio
Building with GCC
Preprocessor Defines
Customising Memory Management
Static Linkage
Building without 2D Content Processing
PathEngine on the Cell Broadband Engine
Moving to Release 5
Content Creators Guide
Getting Started
Content Integration Overview
Integer Coordinates and Approximation
Anchors and Pinned Shapes
Ground Attributes
Automating Connections
Validation and Error Feedback
Exporting Content Chunks
Stripping Height Detail out of Terrain Areas
Source Content Snapshots
Issues with Importing
Example Geometry
Tools
Max Exporter
Installing
Accessing the exporter roll‑out
Interface overview
Creating a basic ground mesh
Working with editable meshes
Validation errors
Placing anchors
Placing obstacles
Surface types
Setting section IDs
Automating connection between ground pieces
Exporting content chunks
Exporting from MaxScript
Maya Exporter
Installing
Accessing the exporter functionality
Accessing the options
Options overview
Setting up ground meshes for export
Placing anchors
Placing pinned shapes
Marking surface types
Adding content processing markup
Marking section IDs and terrain layers
Error feedback
Importer limitations
Query Logging
Overview
Generating Query Logs
Decoding Query Logs
API Reference
Functions
BuildMeshFrom3DContent
DLLExport_GetIContentProcessing3D
DLLExport_GetIPathEngine
PathEngine_InitialiseAndObtainRootInterface
PathEngine_ShutDown
Save3DContentSnapshot
Interfaces
iPathEngine
iShape
iMesh
iAgent
iCollisionContext
iObstacleSet
iPath
iCollisionInfo
iContentChunk
iContentChunkInstance
iMeshFederation
iSourceTiling
iMeshFederationTileGeneratedCallBack
iErrorHandler
iOutputStream
iTerrainCallBack
iQueryCallBack
iRender3DLinesCallBack
iFaceVertexMesh
iAnchorsAndPinnedShapes
iSolidObjects
iProgressCallBack
iConnectionTestCallBack
iTestBed
iContentProcessing3D
Classes
cHorizontalRange
cPosition
cRenderPreprocess
Values and Strings
Anchor Attributes
Collision Preprocess Attributes
Colour Strings
Face Attributes
Key Strings
Mesh Loading Options
Obstacle Set Creation Attributes
Pathfind Preprocess Attributes
Pinned Shape Attributes
Version Attributes
Documentation for PathEngine release 5.17 - Copyright © 2002-2008 PathEngine
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Overview