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

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

MaxAgentRadiusSingle. Get the maximum radius of any agent. Or Set the maximum radius of any agent.
MaxAgentsUInt32. Get the maximum number of agents. Or Set the maximum number of agents.
NavigationMeshNavigationMesh. Get the Navigation mesh assigned to the crowd. Or Assigns the navigation mesh for the crowd.
[read-only]
NumObstacleAvoidanceTypesUInt32. Get the number of configured obstacle avoidance types.
[read-only]
NumQueryFilterTypesUInt32. Get the number of configured query filter types.
[read-only]
override
TypeStringHash. Urho's type system type.
[read-only]
override
TypeNameString. Urho's low-level type name.
[read-only]
static
TypeNameStaticString. Urho's low-level type name, accessible as a static method.
[read-only]
static
TypeStaticStringHash. 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*) : Vector3
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) : Single
Get the cost of an area for the specified query filter type.
GetDistanceToWall(Vector3, Single, Int32, Vector3*, Vector3*) : Single
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) : UInt16
Get the exclude flags for the specified query filter type.
GetIncludeFlags(UInt32) : UInt16
Get the include flags for the specified query filter type.
GetNumAreas(UInt32) : UInt32
Get the number of configured area in the specified query filter type.
GetObstacleAvoidanceParams(UInt32) : CrowdObstacleAvoidanceParams
Get the params for the specified obstacle avoidance type.
GetRandomPoint(Int32, UInt32*) : Vector3
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*) : Vector3
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) : Vector3
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*) : 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>) : Subscription
Subscribes to the CrowdAgentFailure event raised by the CrowdManager.
SubscribeToCrowdAgentReposition(Action<CrowdAgentRepositionEventArgs>) : Subscription
Subscribes to the CrowdAgentReposition event raised by the CrowdManager.
SubscribeToCrowdAgentStateChanged(Action<CrowdAgentStateChangedEventArgs>) : Subscription
Subscribes to the CrowdAgentStateChanged event raised by the CrowdManager.

Public Events