raw path finding information consists of cells, sectors and portals between sectors. instances of Grid is only created by FloodFill. this a kind of 2d grid in 3d space which can take us up or down slopes, across bridges and over and under overpasses.
grid is the raw format of path finding information. geometry customizations (creating custom sectors and portals) are only possible on grid instances. floodfilling to construct a grid is a quite time consuming process especially on large maps. it's impossible to create custom sectors once grid is sectorized. hence it's strongly recommended to backup your grid instances before sectorizing them.
grid storage depends on java serialization and future versions may not be compatible with current version. hence it's also recommended to backup code or script pieces which creates the grid
Nested Class Summary |
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class |
Grid.Cell a cell in grid. |
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class |
Grid.Portal a portal is a line of (generally) border cells which leads to same sector with same action |
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class |
Grid.Sector a rectangular region which is freely traversable with simple steps |
Field Summary |
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float |
cellHeight height of a cell |
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float |
cellWidth width of a cell |
Method Summary |
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int |
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createPortal(Grid.Cell from, Grid.Cell to, short action) creates a special portal between given cells. |
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getCellsAt(float minX, float maxX, float minY, float maxY, float minZ, float maxZ) return list of cells which intersects with given bounds in world space |
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getCellsAt(float[] bounds) return list of cells which intersects with given bounds in in world space. |
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boolean |
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static Grid |
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int |
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void |
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void |
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int |
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void |