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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Public Member Functions | |
Functions | |
| void | SetbUseExtraTopCellWhenMarkingAreas (bool Value) |
| Expand the top of the area nav modifier's bounds by one cell height when applying to the navmesh. If unset, navmesh on top of surfaces might not be marked by marking bounds flush with top surfaces (since navmesh is generated slightly above collision, depending on cell height). | |
| void | SetbSortNavigationAreasByCost (bool Value) |
| Controls whether Navigation Areas will be sorted by cost before application to navmesh during navmesh generation. This is relevant when there are areas overlapping and we want to have area cost express area relevancy as well. Setting it to true will result in having area sorted by cost, but it will also increase navmesh generation cost a bit. | |
| void | SetbPerformVoxelFiltering (bool Value) |
| controls whether voxel filtering will be applied (via FRecastTileGenerator::ApplyVoxelFilter). Results in generated navmesh better fitting navigation bounds, but hits (a bit) generation performance | |
| void | SetbMarkLowHeightAreas (bool Value) |
| mark areas with insufficient free height above instead of cutting them out (accessible only for area modifiers using replace mode) | |
| FRecastNavMeshGenerationProperties & | opAssign (FRecastNavMeshGenerationProperties Other) |
| void | SetbFilterLowSpanSequences (bool Value) |
| if set, only single low height span will be allowed under valid one | |
| void | SetbFilterLowSpanFromTileCache (bool Value) |
| if set, only low height spans with corresponding area modifier will be stored in tile cache (reduces memory, can't modify without full tile rebuild) | |
| void | SetbFixedTilePoolSize (bool Value) |
| if true, the NavMesh will allocate fixed size pool for tiles, should be enabled to support streaming | |
| void | SetbIsWorldPartitioned (bool Value) |
| In a world partitioned map, is this navmesh using world partitioning. | |
Public Attributes | |
Generation | |
| float32 | MinRegionArea |
| The minimum dimension of area. Areas smaller than this will be discarded. | |
| float32 | TileSizeUU |
| size of single tile, expressed in uu | |
| float32 | CellSize |
| horizontal size of voxelization cell | |
| float32 | CellHeight |
| vertical size of voxelization cell | |
| float32 | AgentRadius |
| Radius of largest agent that can freely traverse the generated navmesh. | |
| float32 | AgentHeight |
| Size of the tallest agent that will path with this navmesh. | |
| float32 | AgentMaxSlope |
| The maximum slope (angle) that the agent can move on. | |
| float32 | AgentMaxStepHeight |
| Largest vertical step the agent can perform. | |
| int | TilePoolSize |
| maximum number of tiles NavMesh can hold | |
| float32 | MergeRegionSize |
| The size limit of regions to be merged with bigger regions (watershed partitioning only). | |
| float32 | MaxSimplificationError |
| How much navigable shapes can get simplified - the higher the value the more freedom. | |
| int | TileNumberHardLimit |
| Absolute hard limit to number of navmesh tiles. Be very, very careful while modifying it while having big maps with navmesh. A single, empty tile takes 176 bytes and empty tiles are allocated up front (subject to change, but that's where it's at now) @note TileNumberHardLimit is always rounded up to the closest power of 2. | |
| ERecastPartitioning | RegionPartitioning |
| partitioning method for creating navmesh polys | |
| ERecastPartitioning | LayerPartitioning |
| partitioning method for creating tile layers | |
| int | RegionChunkSplits |
| number of chunk splits (along single axis) used for region's partitioning: ChunkyMonotone | |
| int | LayerChunkSplits |
| number of chunk splits (along single axis) used for layer's partitioning: ChunkyMonotone | |
| FRecastNavMeshGenerationProperties & opAssign | ( | FRecastNavMeshGenerationProperties | Other | ) |
| void SetbFilterLowSpanFromTileCache | ( | bool | Value | ) |
if set, only low height spans with corresponding area modifier will be stored in tile cache (reduces memory, can't modify without full tile rebuild)
| void SetbFilterLowSpanSequences | ( | bool | Value | ) |
if set, only single low height span will be allowed under valid one
| void SetbFixedTilePoolSize | ( | bool | Value | ) |
if true, the NavMesh will allocate fixed size pool for tiles, should be enabled to support streaming
| void SetbIsWorldPartitioned | ( | bool | Value | ) |
In a world partitioned map, is this navmesh using world partitioning.
| void SetbMarkLowHeightAreas | ( | bool | Value | ) |
mark areas with insufficient free height above instead of cutting them out (accessible only for area modifiers using replace mode)
| void SetbPerformVoxelFiltering | ( | bool | Value | ) |
controls whether voxel filtering will be applied (via FRecastTileGenerator::ApplyVoxelFilter). Results in generated navmesh better fitting navigation bounds, but hits (a bit) generation performance
| void SetbSortNavigationAreasByCost | ( | bool | Value | ) |
Controls whether Navigation Areas will be sorted by cost before application to navmesh during navmesh generation. This is relevant when there are areas overlapping and we want to have area cost express area relevancy as well. Setting it to true will result in having area sorted by cost, but it will also increase navmesh generation cost a bit.
| void SetbUseExtraTopCellWhenMarkingAreas | ( | bool | Value | ) |
Expand the top of the area nav modifier's bounds by one cell height when applying to the navmesh. If unset, navmesh on top of surfaces might not be marked by marking bounds flush with top surfaces (since navmesh is generated slightly above collision, depending on cell height).
| float32 AgentHeight |
Size of the tallest agent that will path with this navmesh.
| float32 AgentMaxSlope |
The maximum slope (angle) that the agent can move on.
| float32 AgentMaxStepHeight |
Largest vertical step the agent can perform.
| float32 AgentRadius |
Radius of largest agent that can freely traverse the generated navmesh.
| float32 CellHeight |
vertical size of voxelization cell
| float32 CellSize |
horizontal size of voxelization cell
| int LayerChunkSplits |
number of chunk splits (along single axis) used for layer's partitioning: ChunkyMonotone
| ERecastPartitioning LayerPartitioning |
partitioning method for creating tile layers
| float32 MaxSimplificationError |
How much navigable shapes can get simplified - the higher the value the more freedom.
| float32 MergeRegionSize |
The size limit of regions to be merged with bigger regions (watershed partitioning only).
| float32 MinRegionArea |
The minimum dimension of area. Areas smaller than this will be discarded.
| int RegionChunkSplits |
number of chunk splits (along single axis) used for region's partitioning: ChunkyMonotone
| ERecastPartitioning RegionPartitioning |
partitioning method for creating navmesh polys
| int TileNumberHardLimit |
Absolute hard limit to number of navmesh tiles. Be very, very careful while modifying it while having big maps with navmesh. A single, empty tile takes 176 bytes and empty tiles are allocated up front (subject to change, but that's where it's at now) @note TileNumberHardLimit is always rounded up to the closest power of 2.
| int TilePoolSize |
maximum number of tiles NavMesh can hold
| float32 TileSizeUU |
size of single tile, expressed in uu