- Urho.Navigation
- CrowdManager
Urho.Navigation.CrowdManager Class
Crowd manager scene component. Should be added only to the root scene node.
See Also: CrowdManager
Syntax
public class CrowdManager : Component
Requirements
Namespace: Urho.Navigation
Assembly: Urho (in Urho.dll)
Assembly Versions: 1.0.0.0
Assembly: Urho (in Urho.dll)
Assembly Versions: 1.0.0.0
The members of Urho.Navigation.CrowdManager are listed below.
See Also: Component
Public Constructors
Constructs a new instance of Urho.Navigation.CrowdManager which is tied to the Application.CurrentContext. | ||
Constructs a new instance of Urho.Navigation.CrowdManager, given a raw pointer to an unmanaged object | ||
Constructs a new instance of Urho.Navigation.CrowdManager linked to a specific Context. |
Protected Constructors
Empty constructor, chain to this constructor when you provide your own constructor that sets the handle field. |
Public Properties
MaxAgentRadius | Single. Get the maximum radius of any agent. Or Set the maximum radius of any agent. | |
MaxAgents | UInt32. Get the maximum number of agents. Or Set the maximum number of agents. | |
NavigationMesh | NavigationMesh. Get the Navigation mesh assigned to the crowd. Or Assigns the navigation mesh for the crowd. | |
[read-only] | NumObstacleAvoidanceTypes | UInt32. Get the number of configured obstacle avoidance types. |
[read-only] | NumQueryFilterTypes | UInt32. Get the number of configured query filter types. |
[read-only] override | Type | StringHash. Urho's type system type. |
[read-only] override | TypeName | String. Urho's low-level type name. |
[read-only] static | TypeNameStatic | String. Urho's low-level type name, accessible as a static method. |
[read-only] static | TypeStatic | StringHash. Urho's low-level type, accessible as a static method. |
Public Methods
override | ApplyAttributes()Apply attribute changes that can not be applied immediately. Called after scene load or a network update. | |
DrawDebugGeometry(Boolean)Add debug geometry to the debug renderer. | ||
override | DrawDebugGeometry(DebugRenderer, Boolean)Draw the agents' pathing debug data. | |
FindNearestPoint(Vector3, Int32, UInt32*)Find the nearest point on the navigation mesh to a given point using the crowd initialized query extent (based on maxAgentRadius) and the specified query filter type. | ||
GetAreaCost(UInt32, UInt32)Get the cost of an area for the specified query filter type. | ||
GetDistanceToWall(Vector3, Single, Int32, Vector3*, Vector3*)Return distance to wall from a point using the crowd initialized query extent (based on maxAgentRadius) and the specified query filter type. Maximum search radius must be specified. | ||
GetExcludeFlags(UInt32)Get the exclude flags for the specified query filter type. | ||
GetIncludeFlags(UInt32)Get the include flags for the specified query filter type. | ||
GetNumAreas(UInt32)Get the number of configured area in the specified query filter type. | ||
GetObstacleAvoidanceParams(UInt32)Get the params for the specified obstacle avoidance type. | ||
GetRandomPoint(Int32, UInt32*)Return a random point on the navigation mesh using the crowd initialized query extent (based on maxAgentRadius) and the specified query filter type. | ||
GetRandomPointInCircle(Vector3, Single, Int32, UInt32*)Return a random point on the navigation mesh within a circle using the crowd initialized query extent (based on maxAgentRadius) and the specified query filter type. The circle radius is only a guideline and in practice the returned point may be further away. | ||
MoveAlongSurface(Vector3, Vector3, Int32, Int32)Try to move along the surface from one point to another using the crowd initialized query extent (based on maxAgentRadius) and the specified query filter type. | ||
Raycast(Vector3, Vector3, Int32, Vector3*)Perform a walkability raycast on the navigation mesh between start and end using the crowd initialized query extent (based on maxAgentRadius) and the specified query filter type. Return the point where a wall was hit, or the end point if no walls. | ||
static | RegisterObject(Context)Register object factory. | |
ResetCrowdTarget(Node)Reset any crowd target for all crowd agents found in the specified node. Defaulted to scene node. | ||
SetAreaCost(UInt32, UInt32, Single)Set the cost of an area for the specified query filter type. | ||
SetCrowdTarget(Vector3, Node)Set the crowd target position. The target position is set to all crowd agents found in the specified node. Defaulted to scene node. | ||
SetCrowdVelocity(Vector3, Node)Set the crowd move velocity. The move velocity is applied to all crowd agents found in the specified node. Defaulted to scene node. | ||
SetExcludeFlags(UInt32, UInt16)Set the exclude flags for the specified query filter type. | ||
SetIncludeFlags(UInt32, UInt16)Set the include flags for the specified query filter type. | ||
SetObstacleAvoidanceParams(UInt32, CrowdObstacleAvoidanceParams)Set the params for the specified obstacle avoidance type. | ||
SubscribeToCrowdAgentFailure(Action<CrowdAgentFailureEventArgs>)Subscribes to the CrowdAgentFailure event raised by the CrowdManager. | ||
SubscribeToCrowdAgentReposition(Action<CrowdAgentRepositionEventArgs>)Subscribes to the CrowdAgentReposition event raised by the CrowdManager. | ||
SubscribeToCrowdAgentStateChanged(Action<CrowdAgentStateChangedEventArgs>)Subscribes to the CrowdAgentStateChanged event raised by the CrowdManager. |