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14 #ifndef MAPSectorABSTRACTION_H
15 #define MAPSectorABSTRACTION_H
39 virtual void AddEdge(
edge *e,
unsigned int absLevel);
virtual bool Pathable(node *from, node *to)
virtual void AddEdge(edge *e, unsigned int absLevel)
add edge to abstraction
MapSectorAbstraction(Map *, int, int)
Creat a SectorAbstraction of the map.
int getQuadrant(node *which)
MapAbstraction * Clone(Map *_m)
virtual void AddNode(node *n)
add node to abstraction
void buildNodeIntoParent(node *n, node *parent)
virtual void RemoveNode(node *n)
remove node from abstraction
virtual void RemoveEdge(edge *e, unsigned int absLevel)
remove edge from abstraction
virtual void VerifyHierarchy()
verify that the hierarchy is consistent
virtual void RepairAbstraction()
This must be called after any of the above add/remove operations.
void abstractionBFS(node *which, node *parent, int quadrant)
Nodes to be stored within a Graph.
A tile-based representation of the world.
Edge class for connections between node in a Graph.