20 #include "aiGlobals.h" 21 #include "aiCharacter.h" 22 #include "aiPathFinder.h" 23 #include "boundingSphere.h" 49 vector<int> _previous_obstacles;
51 vector<NodePath> _dynamic_obstacle;
57 void trace_path(
Node* src);
59 void create_nav_mesh(
const char* navmesh_filename);
60 void assign_neighbor_nodes(
const char* navmesh_filename);
61 void do_dynamic_avoid();
62 void clear_previous_obstacles();
64 void set_path_find(
const char* navmesh_filename);
65 void path_find(
LVecBase3 pos,
string type =
"normal");
66 void path_find(
NodePath target,
string type =
"normal");
67 void add_obstacle_to_mesh(
NodePath obstacle);
68 void dynamic_avoid(
NodePath obstacle);
This is the base class for all three-component vectors and points.
This class is used to assign the nodes on the mesh.
This class implements pathfinding using A* algorithm.
Encapsulates creation of a series of connected or disconnected line segments or points, for drawing paths or rays.
This class contains all the members and functions that are required to form an interface between the ...
NodePath is the fundamental system for disambiguating instances, and also provides a higher-level int...
A node that holds Geom objects, renderable pieces of geometry.