forked from mirror/DotRecast
reposition DtCrwdAgent class comment
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@ -33,8 +33,7 @@ namespace DotRecast.Detour.Crowd
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/// The type of mesh polygon the agent is traversing. (See: #CrowdAgentState)
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/// The type of mesh polygon the agent is traversing. (See: #CrowdAgentState)
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public DtCrowdAgentState state;
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public DtCrowdAgentState state;
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/// True if the agent has valid path (targetState == DT_CROWDAGENT_TARGET_VALID) and the path does not lead to the
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/// True if the agent has valid path (targetState == DT_CROWDAGENT_TARGET_VALID) and the path does not lead to the requested position, else false.
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/// requested position, else false.
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public bool partial;
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public bool partial;
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/// The path corridor the agent is using.
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/// The path corridor the agent is using.
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@ -52,51 +51,24 @@ namespace DotRecast.Detour.Crowd
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/// The desired speed.
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/// The desired speed.
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public float desiredSpeed;
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public float desiredSpeed;
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public RcVec3f npos = new RcVec3f();
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public RcVec3f npos = new RcVec3f(); // < The current agent position. [(x, y, z)]
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public RcVec3f disp = new RcVec3f(); // < A temporary value used to accumulate agent displacement during iterative collision resolution. [(x, y, z)]
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public RcVec3f dvel = new RcVec3f(); // < The desired velocity of the agent. Based on the current path, calculated from scratch each frame. [(x, y, z)]
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public RcVec3f nvel = new RcVec3f(); // < The desired velocity adjusted by obstacle avoidance, calculated from scratch each frame. [(x, y, z)]
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public RcVec3f vel = new RcVec3f(); // < The actual velocity of the agent. The change from nvel -> vel is constrained by max acceleration. [(x, y, z)]
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/// < The current agent position. [(x, y, z)]
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public RcVec3f disp = new RcVec3f();
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/// < A temporary value used to accumulate agent displacement during iterative
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/// collision resolution. [(x, y, z)]
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public RcVec3f dvel = new RcVec3f();
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/// < The desired velocity of the agent. Based on the current path, calculated
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/// from
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/// scratch each frame. [(x, y, z)]
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public RcVec3f nvel = new RcVec3f();
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/// < The desired velocity adjusted by obstacle avoidance, calculated from scratch each
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/// frame. [(x, y, z)]
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public RcVec3f vel = new RcVec3f();
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/// < The actual velocity of the agent. The change from nvel -> vel is
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/// constrained by max acceleration. [(x, y, z)]
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/// The agent's configuration parameters.
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/// The agent's configuration parameters.
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public DtCrowdAgentParams option;
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public DtCrowdAgentParams option;
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/// The local path corridor corners for the agent.
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/// The local path corridor corners for the agent.
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public List<DtStraightPath> corners = new List<DtStraightPath>();
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public List<DtStraightPath> corners = new List<DtStraightPath>();
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public DtMoveRequestState targetState;
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public DtMoveRequestState targetState; // < State of the movement request.
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public long targetRef; // < Target polyref of the movement request.
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/// < State of the movement request.
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public RcVec3f targetPos = new RcVec3f(); // < Target position of the movement request (or velocity in case of DT_CROWDAGENT_TARGET_VELOCITY).
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public long targetRef;
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public DtPathQueryResult targetPathQueryResult; // < Path finder query
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public bool targetReplan; // < Flag indicating that the current path is being replanned.
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/// < Target polyref of the movement request.
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public float targetReplanTime; // <Time since the agent's target was replanned.
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public RcVec3f targetPos = new RcVec3f();
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/// < Target position of the movement request (or velocity in case of
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/// DT_CROWDAGENT_TARGET_VELOCITY).
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public DtPathQueryResult targetPathQueryResult;
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/// < Path finder query
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public bool targetReplan;
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/// < Flag indicating that the current path is being replanned.
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public float targetReplanTime;
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/// <Time since the agent's target was replanned.
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public float targetReplanWaitTime;
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public float targetReplanWaitTime;
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public DtCrowdAgentAnimation animation;
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public DtCrowdAgentAnimation animation;
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@ -30,8 +30,8 @@ namespace DotRecast.Detour.Crowd
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/// @ingroup crowd, detour
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/// @ingroup crowd, detour
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public class DtPathCorridor
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public class DtPathCorridor
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{
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{
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private RcVec3f m_pos = new RcVec3f();
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private RcVec3f m_pos;
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private RcVec3f m_target = new RcVec3f();
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private RcVec3f m_target;
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private List<long> m_path;
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private List<long> m_path;
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/**
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/**
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@ -85,9 +85,10 @@ namespace DotRecast.Detour.Crowd
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/// Allocates the corridor's path buffer.
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/// Allocates the corridor's path buffer.
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/// @param[in] maxPath The maximum path size the corridor can handle.
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/// @param[in] maxPath The maximum path size the corridor can handle.
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/// @return True if the initialization succeeded.
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/// @return True if the initialization succeeded.
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public void Init(int maxPath)
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public bool Init(int maxPath)
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{
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{
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// ...
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// ...
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return true;
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}
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}
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/// @par
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/// @par
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