📄 aimap.h
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#ifndef AI_MAP_H
#define AI_MAP_H
class aiPath;
class aiObstacle;
class aiIntersection
{
public:
aiIntersection();
int Id(); // Return the intersection identification
int NumRoads(); // Return the number of roads connected to this intersection
aiPath* Road(int nWhich); // Return a road connected to this intersection
aiObstacle* Vehicles();
};
class aiPath
{
public:
aiPath();
int Id(); // Return the road identification
int NumVerts();
int NumLanes(int nDirection);
bool Divider(); // Returns true when the road is divided and cannot be crossed.
Vector3& CenterVertice(int nWhich);
Vector3& VertXDir(int nWhich);
Vector3& VertYDir(int nWhich);
Vector3& VertZDir(int nWhich);
Vector3& LBoundary(int nWhich);
Vector3& RBoundary(int nWhich);
aiObstacle* Vehicles(int nVert,int nSide);
int RoadVertice(const Vector3& Pos,int nDir,int nVertHint);
int IsPosOnRoad(const Vector3& Pos,float fVehHalfWidth,float *pfSideDist);
float LaneWidth(int nIdx,int nInner,int nSide);
aiIntersection* Destination(); // Return the destination intersection
aiIntersection* Departure(); // Return the departure intersection
};
class aiMap
{
public:
aiMap(){};
aiPath* Path(int nWhich); // Return the requested road.
aiIntersection* Intersection(int nWhich); // Return the requested intersection.
aiPath* DetRdSegBetweenInts(aiIntersection *pInt0,aiIntersection *pInt1,bool bDir);
int MapComponent(const Vector3& Position,short *pnCompId,short *pnCompType,short nHint,
short nTargetRdId);
};
enum aiMapCompTypes{kRoad,kIntersection};
#endif
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