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Public Member Functions |
| | OGrid (void) |
Static Public Member Functions |
| void | map_reset (short iwidth, short iheight) |
| uint8 | obstacle (int i, int j) |
| | Returns whether obstacle or not.
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| uint8 | layer (int i, int j) |
| void | wall (int x, int y, uint8 ctype, uint8 layer=0) |
| | Fills in a node with Terrain type specified.
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| void | initialize (void) |
| int | debug (int i, int j) |
| int | get_debug (int) |
| void | set_debug (int, int) |
| uint8 | pathflag (int x, int y) |
| void | pathflag (int x, int y, uint8 v) |
| | Tracks whether it is the path area.
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| void | clear_pathflag (void) |
| | Clears both path and area flags.
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| void | path (int x, int y, uint8 v) |
| | Tracks whether it is the path.
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| uint8 | path (int x, int y) |
Static Public Attributes |
| short | _map_width |
| short | _map_height |
Implementation of a simple occupancy grid. The advantage of seperating the occupancy grid from the search algorithm is that although it takes up the same amount of RAM, the RAM used for the search can be reclaimed and reused for other processing like vision after the search is done. Thus, An occupancy node is only a uint8 or two in size allowing a much larger field (storage wise).