3ds Max C++ API Reference
PointToPointPath Class Referenceabstract

#include <PointToPointPath.h>

Public Member Functions

 PointToPointPath ()
 
virtual ~PointToPointPath ()
 
virtual void SetNumberNodes (int num)=0
 
virtual void AddNode (int index, const Tab< EdgeDescr > &connectedEdges)=0
 Adds a node to the graph /param index is the id of the node you are adding /param connectedEdges are all the edges that connect to the node. More...
 
virtual void SetStartPoint (int index)=0
 Sets the start index of the path. More...
 
virtual void SetEndPoint (int index)=0
 Sets the end index of the path, these 2 are separated since if you do not change the start path there are some optimizations that make it faster. More...
 
virtual float GetPath (Tab< EdgeDescr > &connectedEdges)=0
 
virtual void DeleteMe ()=0
 

Static Public Member Functions

static PointToPointPathCreate ()
 

Detailed Description

See also
Class PointToPointPath

Description:
This class is used to compute the shortest path between 2 nodes in graph. You just describe the graph based on it connection data and then ask for the path between 2 nodes. ie the Dijkstra's algorithm

Constructor & Destructor Documentation

◆ PointToPointPath()

PointToPointPath ( )
inline
58  {
59  }

◆ ~PointToPointPath()

virtual ~PointToPointPath ( )
inlinevirtual
60 {};

Member Function Documentation

◆ Create()

static PointToPointPath* Create ( )
static

◆ SetNumberNodes()

virtual void SetNumberNodes ( int  num)
pure virtual

◆ AddNode()

virtual void AddNode ( int  index,
const Tab< EdgeDescr > &  connectedEdges 
)
pure virtual

Adds a node to the graph /param index is the id of the node you are adding /param connectedEdges are all the edges that connect to the node.

◆ SetStartPoint()

virtual void SetStartPoint ( int  index)
pure virtual

Sets the start index of the path.

◆ SetEndPoint()

virtual void SetEndPoint ( int  index)
pure virtual

Sets the end index of the path, these 2 are separated since if you do not change the start path there are some optimizations that make it faster.

◆ GetPath()

virtual float GetPath ( Tab< EdgeDescr > &  connectedEdges)
pure virtual

◆ DeleteMe()

virtual void DeleteMe ( )
pure virtual