461 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			461 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
//
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// Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
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//
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// This software is provided 'as-is', without any express or implied
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// warranty.  In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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//    claim that you wrote the original software. If you use this software
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//    in a product, an acknowledgment in the product documentation would be
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//    appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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//    misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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//
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#ifndef DETOURCROWD_H
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#define DETOURCROWD_H
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#include "DetourNavMeshQuery.h"
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#include "DetourObstacleAvoidance.h"
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#include "DetourLocalBoundary.h"
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#include "DetourPathCorridor.h"
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#include "DetourProximityGrid.h"
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#include "DetourPathQueue.h"
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/// The maximum number of neighbors that a crowd agent can take into account
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/// for steering decisions.
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/// @ingroup crowd
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static const int DT_CROWDAGENT_MAX_NEIGHBOURS = 6;
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/// The maximum number of corners a crowd agent will look ahead in the path.
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/// This value is used for sizing the crowd agent corner buffers.
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/// Due to the behavior of the crowd manager, the actual number of useful
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/// corners will be one less than this number.
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/// @ingroup crowd
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static const int DT_CROWDAGENT_MAX_CORNERS = 4;
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/// The maximum number of crowd avoidance configurations supported by the
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/// crowd manager.
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/// @ingroup crowd
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/// @see dtObstacleAvoidanceParams, dtCrowd::setObstacleAvoidanceParams(), dtCrowd::getObstacleAvoidanceParams(),
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///		 dtCrowdAgentParams::obstacleAvoidanceType
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static const int DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS = 8;
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/// The maximum number of query filter types supported by the crowd manager.
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/// @ingroup crowd
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/// @see dtQueryFilter, dtCrowd::getFilter() dtCrowd::getEditableFilter(),
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///		dtCrowdAgentParams::queryFilterType
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static const int DT_CROWD_MAX_QUERY_FILTER_TYPE = 16;
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/// Provides neighbor data for agents managed by the crowd.
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/// @ingroup crowd
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/// @see dtCrowdAgent::neis, dtCrowd
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struct dtCrowdNeighbour
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{
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	int idx;		///< The index of the neighbor in the crowd.
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	float dist;		///< The distance between the current agent and the neighbor.
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};
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/// The type of navigation mesh polygon the agent is currently traversing.
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/// @ingroup crowd
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enum CrowdAgentState
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{
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	DT_CROWDAGENT_STATE_INVALID,		///< The agent is not in a valid state.
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	DT_CROWDAGENT_STATE_WALKING,		///< The agent is traversing a normal navigation mesh polygon.
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	DT_CROWDAGENT_STATE_OFFMESH,		///< The agent is traversing an off-mesh connection.
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};
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/// Configuration parameters for a crowd agent.
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/// @ingroup crowd
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struct dtCrowdAgentParams
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{
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	float radius;						///< Agent radius. [Limit: >= 0]
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	float height;						///< Agent height. [Limit: > 0]
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	float maxAcceleration;				///< Maximum allowed acceleration. [Limit: >= 0]
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	float maxSpeed;						///< Maximum allowed speed. [Limit: >= 0]
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	/// Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
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	float collisionQueryRange;
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	float pathOptimizationRange;		///< The path visibility optimization range. [Limit: > 0]
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	/// How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
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	float separationWeight;
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	/// Flags that impact steering behavior. (See: #UpdateFlags)
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	unsigned char updateFlags;
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	/// The index of the avoidance configuration to use for the agent. 
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	/// [Limits: 0 <= value <= #DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS]
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	unsigned char obstacleAvoidanceType;	
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	/// The index of the query filter used by this agent.
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	unsigned char queryFilterType;
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	/// User defined data attached to the agent.
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	void* userData;
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};
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enum MoveRequestState
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{
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	DT_CROWDAGENT_TARGET_NONE = 0,
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	DT_CROWDAGENT_TARGET_FAILED,
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	DT_CROWDAGENT_TARGET_VALID,
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	DT_CROWDAGENT_TARGET_REQUESTING,
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	DT_CROWDAGENT_TARGET_WAITING_FOR_QUEUE,
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	DT_CROWDAGENT_TARGET_WAITING_FOR_PATH,
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	DT_CROWDAGENT_TARGET_VELOCITY,
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};
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/// Represents an agent managed by a #dtCrowd object.
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/// @ingroup crowd
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struct dtCrowdAgent
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{
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	/// True if the agent is active, false if the agent is in an unused slot in the agent pool.
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	bool active;
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	/// The type of mesh polygon the agent is traversing. (See: #CrowdAgentState)
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	unsigned char 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 requested position, else false.
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	bool partial;
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	/// The path corridor the agent is using.
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	dtPathCorridor corridor;
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	/// The local boundary data for the agent.
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	dtLocalBoundary boundary;
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	/// Time since the agent's path corridor was optimized.
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	float topologyOptTime;
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	/// The known neighbors of the agent.
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	dtCrowdNeighbour neis[DT_CROWDAGENT_MAX_NEIGHBOURS];
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	/// The number of neighbors.
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	int nneis;
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	/// The desired speed.
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	float desiredSpeed;
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	float npos[3];		///< The current agent position. [(x, y, z)]
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	float disp[3];		///< A temporary value used to accumulate agent displacement during iterative collision resolution. [(x, y, z)]
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	float dvel[3];		///< The desired velocity of the agent. Based on the current path, calculated from scratch each frame. [(x, y, z)]
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	float nvel[3];		///< The desired velocity adjusted by obstacle avoidance, calculated from scratch each frame. [(x, y, z)]
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	float vel[3];		///< The actual velocity of the agent. The change from nvel -> vel is constrained by max acceleration. [(x, y, z)]
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	/// The agent's configuration parameters.
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	dtCrowdAgentParams params;
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	/// The local path corridor corners for the agent. (Staight path.) [(x, y, z) * #ncorners]
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	float cornerVerts[DT_CROWDAGENT_MAX_CORNERS*3];
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	/// The local path corridor corner flags. (See: #dtStraightPathFlags) [(flags) * #ncorners]
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	unsigned char cornerFlags[DT_CROWDAGENT_MAX_CORNERS];
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	/// The reference id of the polygon being entered at the corner. [(polyRef) * #ncorners]
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	dtPolyRef cornerPolys[DT_CROWDAGENT_MAX_CORNERS];
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	/// The number of corners.
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	int ncorners;
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	unsigned char targetState;			///< State of the movement request.
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	dtPolyRef targetRef;				///< Target polyref of the movement request.
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	float targetPos[3];					///< Target position of the movement request (or velocity in case of DT_CROWDAGENT_TARGET_VELOCITY).
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	dtPathQueueRef targetPathqRef;		///< Path finder ref.
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	bool targetReplan;					///< Flag indicating that the current path is being replanned.
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	float targetReplanTime;				/// <Time since the agent's target was replanned.
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};
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struct dtCrowdAgentAnimation
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{
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	bool active;
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	float initPos[3], startPos[3], endPos[3];
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	dtPolyRef polyRef;
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	float t, tmax;
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};
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/// Crowd agent update flags.
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/// @ingroup crowd
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/// @see dtCrowdAgentParams::updateFlags
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enum UpdateFlags
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{
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	DT_CROWD_ANTICIPATE_TURNS = 1,
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	DT_CROWD_OBSTACLE_AVOIDANCE = 2,
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	DT_CROWD_SEPARATION = 4,
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	DT_CROWD_OPTIMIZE_VIS = 8,			///< Use #dtPathCorridor::optimizePathVisibility() to optimize the agent path.
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	DT_CROWD_OPTIMIZE_TOPO = 16,		///< Use dtPathCorridor::optimizePathTopology() to optimize the agent path.
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};
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struct dtCrowdAgentDebugInfo
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{
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	int idx;
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	float optStart[3], optEnd[3];
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	dtObstacleAvoidanceDebugData* vod;
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};
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/// Provides local steering behaviors for a group of agents. 
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/// @ingroup crowd
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class dtCrowd
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{
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	int m_maxAgents;
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	dtCrowdAgent* m_agents;
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	dtCrowdAgent** m_activeAgents;
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	dtCrowdAgentAnimation* m_agentAnims;
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	dtPathQueue m_pathq;
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	dtObstacleAvoidanceParams m_obstacleQueryParams[DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS];
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	dtObstacleAvoidanceQuery* m_obstacleQuery;
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	dtProximityGrid* m_grid;
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	dtPolyRef* m_pathResult;
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	int m_maxPathResult;
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	float m_agentPlacementHalfExtents[3];
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	dtQueryFilter m_filters[DT_CROWD_MAX_QUERY_FILTER_TYPE];
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	float m_maxAgentRadius;
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	int m_velocitySampleCount;
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	dtNavMeshQuery* m_navquery;
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	void updateTopologyOptimization(dtCrowdAgent** agents, const int nagents, const float dt);
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	void updateMoveRequest(const float dt);
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	void checkPathValidity(dtCrowdAgent** agents, const int nagents, const float dt);
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	inline int getAgentIndex(const dtCrowdAgent* agent) const  { return (int)(agent - m_agents); }
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	bool requestMoveTargetReplan(const int idx, dtPolyRef ref, const float* pos);
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	void purge();
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public:
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	dtCrowd();
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	~dtCrowd();
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	/// Initializes the crowd.  
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	///  @param[in]		maxAgents		The maximum number of agents the crowd can manage. [Limit: >= 1]
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	///  @param[in]		maxAgentRadius	The maximum radius of any agent that will be added to the crowd. [Limit: > 0]
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	///  @param[in]		nav				The navigation mesh to use for planning.
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	/// @return True if the initialization succeeded.
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	bool init(const int maxAgents, const float maxAgentRadius, dtNavMesh* nav);
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	/// Sets the shared avoidance configuration for the specified index.
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	///  @param[in]		idx		The index. [Limits: 0 <= value < #DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS]
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	///  @param[in]		params	The new configuration.
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	void setObstacleAvoidanceParams(const int idx, const dtObstacleAvoidanceParams* params);
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	/// Gets the shared avoidance configuration for the specified index.
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	///  @param[in]		idx		The index of the configuration to retreive. 
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	///							[Limits:  0 <= value < #DT_CROWD_MAX_OBSTAVOIDANCE_PARAMS]
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	/// @return The requested configuration.
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	const dtObstacleAvoidanceParams* getObstacleAvoidanceParams(const int idx) const;
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	/// Gets the specified agent from the pool.
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	///	 @param[in]		idx		The agent index. [Limits: 0 <= value < #getAgentCount()]
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	/// @return The requested agent.
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	const dtCrowdAgent* getAgent(const int idx);
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	/// Gets the specified agent from the pool.
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	///	 @param[in]		idx		The agent index. [Limits: 0 <= value < #getAgentCount()]
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	/// @return The requested agent.
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	dtCrowdAgent* getEditableAgent(const int idx);
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	/// The maximum number of agents that can be managed by the object.
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	/// @return The maximum number of agents.
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	int getAgentCount() const;
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	/// Adds a new agent to the crowd.
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	///  @param[in]		pos		The requested position of the agent. [(x, y, z)]
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	///  @param[in]		params	The configutation of the agent.
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	/// @return The index of the agent in the agent pool. Or -1 if the agent could not be added.
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	int addAgent(const float* pos, const dtCrowdAgentParams* params);
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	/// Updates the specified agent's configuration.
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	///  @param[in]		idx		The agent index. [Limits: 0 <= value < #getAgentCount()]
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	///  @param[in]		params	The new agent configuration.
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	void updateAgentParameters(const int idx, const dtCrowdAgentParams* params);
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	/// Removes the agent from the crowd.
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	///  @param[in]		idx		The agent index. [Limits: 0 <= value < #getAgentCount()]
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	void removeAgent(const int idx);
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	/// Submits a new move request for the specified agent.
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	///  @param[in]		idx		The agent index. [Limits: 0 <= value < #getAgentCount()]
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	///  @param[in]		ref		The position's polygon reference.
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	///  @param[in]		pos		The position within the polygon. [(x, y, z)]
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	/// @return True if the request was successfully submitted.
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	bool requestMoveTarget(const int idx, dtPolyRef ref, const float* pos);
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	/// Submits a new move request for the specified agent.
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	///  @param[in]		idx		The agent index. [Limits: 0 <= value < #getAgentCount()]
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	///  @param[in]		vel		The movement velocity. [(x, y, z)]
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	/// @return True if the request was successfully submitted.
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	bool requestMoveVelocity(const int idx, const float* vel);
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	/// Resets any request for the specified agent.
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	///  @param[in]		idx		The agent index. [Limits: 0 <= value < #getAgentCount()]
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	/// @return True if the request was successfully reseted.
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	bool resetMoveTarget(const int idx);
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	/// Gets the active agents int the agent pool.
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	///  @param[out]	agents		An array of agent pointers. [(#dtCrowdAgent *) * maxAgents]
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	///  @param[in]		maxAgents	The size of the crowd agent array.
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	/// @return The number of agents returned in @p agents.
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	int getActiveAgents(dtCrowdAgent** agents, const int maxAgents);
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	/// Updates the steering and positions of all agents.
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	///  @param[in]		dt		The time, in seconds, to update the simulation. [Limit: > 0]
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	///  @param[out]	debug	A debug object to load with debug information. [Opt]
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	void update(const float dt, dtCrowdAgentDebugInfo* debug);
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	/// Gets the filter used by the crowd.
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	/// @return The filter used by the crowd.
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	inline const dtQueryFilter* getFilter(const int i) const { return (i >= 0 && i < DT_CROWD_MAX_QUERY_FILTER_TYPE) ? &m_filters[i] : 0; }
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	/// Gets the filter used by the crowd.
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	/// @return The filter used by the crowd.
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	inline dtQueryFilter* getEditableFilter(const int i) { return (i >= 0 && i < DT_CROWD_MAX_QUERY_FILTER_TYPE) ? &m_filters[i] : 0; }
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	/// Gets the search halfExtents [(x, y, z)] used by the crowd for query operations. 
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	/// @return The search halfExtents used by the crowd. [(x, y, z)]
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	const float* getQueryHalfExtents() const { return m_agentPlacementHalfExtents; }
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	/// Same as getQueryHalfExtents. Left to maintain backwards compatibility.
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	/// @return The search halfExtents used by the crowd. [(x, y, z)]
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	const float* getQueryExtents() const { return m_agentPlacementHalfExtents; }
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	/// Gets the velocity sample count.
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	/// @return The velocity sample count.
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	inline int getVelocitySampleCount() const { return m_velocitySampleCount; }
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	/// Gets the crowd's proximity grid.
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	/// @return The crowd's proximity grid.
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	const dtProximityGrid* getGrid() const { return m_grid; }
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	/// Gets the crowd's path request queue.
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	/// @return The crowd's path request queue.
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	const dtPathQueue* getPathQueue() const { return &m_pathq; }
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	/// Gets the query object used by the crowd.
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	const dtNavMeshQuery* getNavMeshQuery() const { return m_navquery; }
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private:
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	// Explicitly disabled copy constructor and copy assignment operator.
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	dtCrowd(const dtCrowd&);
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	dtCrowd& operator=(const dtCrowd&);
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};
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/// Allocates a crowd object using the Detour allocator.
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/// @return A crowd object that is ready for initialization, or null on failure.
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///  @ingroup crowd
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dtCrowd* dtAllocCrowd();
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/// Frees the specified crowd object using the Detour allocator.
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///  @param[in]		ptr		A crowd object allocated using #dtAllocCrowd
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///  @ingroup crowd
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void dtFreeCrowd(dtCrowd* ptr);
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#endif // DETOURCROWD_H
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///////////////////////////////////////////////////////////////////////////
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// This section contains detailed documentation for members that don't have
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// a source file. It reduces clutter in the main section of the header.
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/**
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@defgroup crowd Crowd
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Members in this module implement local steering and dynamic avoidance features.
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The crowd is the big beast of the navigation features. It not only handles a 
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lot of the path management for you, but also local steering and dynamic 
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avoidance between members of the crowd. I.e. It can keep your agents from 
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running into each other.
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Main class: #dtCrowd
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The #dtNavMeshQuery and #dtPathCorridor classes provide perfectly good, easy 
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to use path planning features. But in the end they only give you points that 
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your navigation client should be moving toward. When it comes to deciding things 
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like agent velocity and steering to avoid other agents, that is up to you to 
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implement. Unless, of course, you decide to use #dtCrowd.
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Basically, you add an agent to the crowd, providing various configuration 
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settings such as maximum speed and acceleration. You also provide a local 
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target to more toward. The crowd manager then provides, with every update, the 
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new agent position and velocity for the frame. The movement will be 
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constrained to the navigation mesh, and steering will be applied to ensure 
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agents managed by the crowd do not collide with each other.
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This is very powerful feature set. But it comes with limitations.
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The biggest limitation is that you must give control of the agent's position 
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completely over to the crowd manager. You can update things like maximum speed 
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and acceleration. But in order for the crowd manager to do its thing, it can't 
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allow you to constantly be giving it overrides to position and velocity. So 
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you give up direct control of the agent's movement. It belongs to the crowd.
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The second biggest limitation revolves around the fact that the crowd manager 
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deals with local planning. So the agent's target should never be more than 
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256 polygons aways from its current position. If it is, you risk 
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your agent failing to reach its target. So you may still need to do long 
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distance planning and provide the crowd manager with intermediate targets.
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Other significant limitations:
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- All agents using the crowd manager will use the same #dtQueryFilter.
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- Crowd management is relatively expensive. The maximum agents under crowd 
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  management at any one time is between 20 and 30.  A good place to start
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  is a maximum of 25 agents for 0.5ms per frame.
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@note This is a summary list of members.  Use the index or search 
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feature to find minor members.
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@struct dtCrowdAgentParams
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@see dtCrowdAgent, dtCrowd::addAgent(), dtCrowd::updateAgentParameters()
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@var dtCrowdAgentParams::obstacleAvoidanceType
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@par
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#dtCrowd permits agents to use different avoidance configurations.  This value 
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is the index of the #dtObstacleAvoidanceParams within the crowd.
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@see dtObstacleAvoidanceParams, dtCrowd::setObstacleAvoidanceParams(), 
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	 dtCrowd::getObstacleAvoidanceParams()
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@var dtCrowdAgentParams::collisionQueryRange
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@par
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Collision elements include other agents and navigation mesh boundaries.
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This value is often based on the agent radius and/or maximum speed. E.g. radius * 8
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@var dtCrowdAgentParams::pathOptimizationRange
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@par
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Only applicalbe if #updateFlags includes the #DT_CROWD_OPTIMIZE_VIS flag.
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This value is often based on the agent radius. E.g. radius * 30
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@see dtPathCorridor::optimizePathVisibility()
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@var dtCrowdAgentParams::separationWeight
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@par
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A higher value will result in agents trying to stay farther away from each other at 
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the cost of more difficult steering in tight spaces.
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*/
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