A* Pathfinding Project
3.1.4
The A* Pathfinding Project for Unity 3D
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Simplifies paths on navmesh graphs using the funnel algorithm. More...
Public Member Functions | |
override void | Apply (Path p, ModifierData source) |
Main Post-Processing function. | |
void | ConstructFunnel (IFunnelGraph funnelGraph, List< Vector3 > vectorPath, List< Node > path, int sIndex, int eIndex, List< Vector3 > funnelPath, List< Vector3 > left, List< Vector3 > right) |
bool | RunFunnel (List< Vector3 > left, List< Vector3 > right, List< Vector3 > funnelPath) |
Public Member Functions inherited from MonoModifier | |
virtual Vector3[] | Apply (Node[] path, Vector3 start, Vector3 end, int startIndex, int endIndex, NavGraph graph) |
virtual Vector3[] | Apply (Vector3[] path, Vector3 start, Vector3 end) |
virtual void | ApplyOriginal (Path p) |
void | Awake () |
Alerts the Seeker that this modifier exists. | |
void | OnDestroy () |
void | OnDisable () |
void | OnEnable () |
virtual void | PreProcess (Path p) |
Public Member Functions inherited from IPathModifier | |
void | Apply (Path p, ModifierData source) |
void | ApplyOriginal (Path p) |
void | PreProcess (Path p) |
Properties | |
override ModifierData | input [get] |
override ModifierData | output [get] |
Properties inherited from MonoModifier | |
abstract ModifierData | input [get] |
abstract ModifierData | output [get] |
int | Priority [get, set] |
Properties inherited from IPathModifier | |
ModifierData | input [get] |
ModifierData | output [get] |
int | Priority [get, set] |
Static Private Attributes | |
static Int3[] | leftFunnel |
static Int3[] | rightFunnel |
static List< Vector3 > | tmpList |
Additional Inherited Members | |
Public Attributes inherited from MonoModifier | |
int | priority = 0 |
Higher priority modifiers are executed first. | |
Seeker | seeker |
Simplifies paths on navmesh graphs using the funnel algorithm.
The funnel algorithm is an algorithm which can, given a path corridor with nodes in the path where the nodes have an area, like triangles, it can find the shortest path inside it. This makes paths on navmeshes look much cleaner and smoother.