A* Pathfinding Project  3.1.4
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ConstantPath Class Reference

Finds all nodes within a specified distance from the start. More...

+ Inheritance diagram for ConstantPath:
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Public Member Functions

 ConstantPath (Vector3 start, OnPathDelegate callbackDelegate)
 Creates a new ConstantPath starting from the specified point.
 
 ConstantPath (Vector3 start, int maxGScore, OnPathDelegate callbackDelegate)
 Creates a new ConstantPath starting from the specified point.
 
override void CalculateStep (long targetTick)
 
override void Initialize ()
 Initializes the path.
 
override void OnEnterPool ()
 Called when the path enters the pool.
 
override void Prepare ()
 
override void Reset ()
 Reset the path to default values.
 
- Public Member Functions inherited from Path
void AdvanceState (PathState s)
 Threadsafe increment of the state.
 
bool CanTraverse (Node node)
 Returns if the node can be traversed.
 
void Claim (System.Object o)
 Claim this path.
 
virtual string DebugString (PathLog logMode)
 Returns a debug string for this path.
 
void Error ()
 Aborts the path because of an error.
 
void ForceLogError (string msg)
 Logs an error and calls Error() to true.
 
PathState GetState ()
 Returns the state of the path in the pathfinding pipeline.
 
uint GetTagPenalty (int tag)
 Returns penalty for the given tag.
 
float GetTotalLength ()
 Total Length of the path.
 
bool IsDone ()
 Returns if this path is done calculating.
 
void Log (string msg)
 Appends a message to the errorLog.
 
void LogError (string msg)
 Appends msg to errorLog and logs msg to the console.
 
void PrepareBase (NodeRunData runData)
 Prepares low level path variables for calculation.
 
void Release (System.Object o)
 Releases a path claim.
 
void ReleaseSilent (System.Object o)
 Releases the path silently.
 
virtual void ReturnPath ()
 Calls callback to return the calculated path.
 
virtual void Trace (NodeRun from)
 Traces the calculated path from the end node to the start.
 

Static Public Member Functions

static ConstantPath Construct (Vector3 start, int maxGScore, OnPathDelegate callback=null)
 Constructs a ConstantPath starting from the specified point.
 

Public Attributes

List< NodeallNodes
 Contains all nodes the path found.
 
PathEndingCondition endingCondition
 Controls when the path should terminate.
 
Vector3 originalStartPoint
 
Node startNode
 
Vector3 startPoint
 
- Public Attributes inherited from Path
OnPathDelegate callback
 Callback to call when the path is complete.
 
System.DateTime callTime
 When the call was made to start the pathfinding for this path.
 
float duration
 The duration of this path in ms.
 
int enabledTags = -1
 Which graph tags are traversable.
 
int height
 Height of the character.
 
Heuristic heuristic
 Determines which heuristic to use.
 
float heuristicScale = 1F
 Scale of the heuristic values.
 
Path next
 The next path to be searched.
 
NNConstraint nnConstraint = PathNNConstraint.Default
 Constraint for how to search for nodes.
 
List< Nodepath
 Holds the path as a Node array.
 
ushort pathID
 ID of this path.
 
int radius
 Radius for the unit searching for the path.
 
bool recycled = false
 True if the path is currently recycled (i.e in the path pool).
 
NodeRunData runData
 
int searchedNodes
 Number of nodes this path has searched.
 
int searchIterations = 0
 
int speed
 Speed of the character.
 
int turnRadius
 Turning radius of the character.
 
List< Vector3 > vectorPath
 Holds the (perhaps post processed) path as a Vector3 array.
 
int walkabilityMask = -1
 A mask for defining what type of ground a unit can traverse, not used in any default standard graph.
 

Protected Member Functions

override void Recycle ()
 Recycle the path.
 
void Setup (Vector3 start, int maxGScore, OnPathDelegate callback)
 Sets up a ConstantPath starting from the specified point.
 
- Protected Member Functions inherited from Path
bool HasExceededTime (int searchedNodes, long targetTime)
 

Additional Inherited Members

- Protected Attributes inherited from Path
int[] _tagPenalties = new int[0]
 Penalties for each tag.
 
NodeRun currentR
 The node currently being processed.
 
bool hasBeenReset = false
 True if the Reset function has been called.
 
float maxFrameTime
 The max number of milliseconds per iteration (frame, in case of non-multithreading)
 
- Properties inherited from Path
PathCompleteState CompleteState [get, set]
 
bool error [get]
 If the path failed, this is true.
 
string errorLog [get]
 Log messages with info about eventual errors.
 
int[] tagPenalties [get, set]
 Penalties for each tag.
 

Detailed Description

Finds all nodes within a specified distance from the start.

This class will search outwards from the start point and find all nodes which it costs less than ConstantPath::maxGScore to reach, this is usually the same as the distance to them multiplied with 100

The path can be called like:

//Here you create a new path and set how far it should search. Null is for the callback, but the seeker will handle that
ConstantPath cpath = new ConstantPath(transform.position,2000,null);
//Set the seeker to search for the path (where mySeeker is a variable referencing a Seeker component)
mySeeker.StartPath (cpath,myCallbackFunction);

Then when getting the callback, all nodes will be stored in the variable ConstantPath::allNodes (remember that you need to cast it from Path to ConstantPath first to get the variable).

Note
Due to the nature of the system, there might be duplicates of some nodes in the array.

This list will be sorted by G score (cost/distance to reach the node), however only the last duplicate of a node in the list is guaranteed to be sorted in this way.

A* Pro Feature:
This is an A* Pathfinding Project Pro feature only. This function/class/variable might not exist in the Free version of the A* Pathfinding Project or the functionality might be limited
The Pro version can be bought here

Constructor & Destructor Documentation

ConstantPath ( Vector3  start,
OnPathDelegate  callbackDelegate 
)

Creates a new ConstantPath starting from the specified point.

Parameters
startFrom where the path will be started from (the closest node to that point will be used)
callbackDelegateWill be called when the path has completed, leave this to null if you use a Seeker to handle calls Searching will be stopped when a node has a G score (cost to reach it) higher than what's specified as default value in Pathfinding::EndingConditionDistance
ConstantPath ( Vector3  start,
int  maxGScore,
OnPathDelegate  callbackDelegate 
)

Creates a new ConstantPath starting from the specified point.

Parameters
startFrom where the path will be started from (the closest node to that point will be used)
maxGScoreSearching will be stopped when a node has a G score greater than this
callbackDelegateWill be called when the path has completed, leave this to null if you use a Seeker to handle calls

Searching will be stopped when a node has a G score (cost to reach it) greater than maxGScore

Member Function Documentation

static ConstantPath Construct ( Vector3  start,
int  maxGScore,
OnPathDelegate  callback = null 
)
static

Constructs a ConstantPath starting from the specified point.

Parameters
startFrom where the path will be started from (the closest node to that point will be used)
maxGScoreSearching will be stopped when a node has a G score greater than this
callbackWill be called when the path has completed, leave this to null if you use a Seeker to handle calls

Searching will be stopped when a node has a G score (cost to reach it) greater than maxGScore

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override void Initialize ( )
virtual

Initializes the path.

Sets up the open list and adds the first node to it

Implements Path.

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override void OnEnterPool ( )
virtual

Called when the path enters the pool.

This method should release e.g pooled lists and other pooled resources The base version of this method releases vectorPath and path lists. Reset() will be called after this function, not before.

Warning
Do not call this function manually.

Reimplemented from Path.

override void Recycle ( )
protectedvirtual

Recycle the path.

Calling this means that the path and any variables on it are not needed anymore and the path can be pooled. All path data will be reset. Implement this in inheriting path types to support recycling of paths.

public override void Recycle () {
//Recycle the Path (<Path> should be replaced by the path type it is implemented in)
PathPool<Path>.Recycle (this);
}
Note
Do not call this function directly, instead use the Claim and Release functions.
See Also
Pathfinding.PathPool
Reset
Claim
Release

Implements Path.

override void Reset ( )
virtual

Reset the path to default values.

Clears the allNodes list.

Note
This does not reset the endingCondition.

Also sets heuristic to Heuristic.None as it is the default value for this path type

Reimplemented from Path.

Member Data Documentation

List<Node> allNodes

Contains all nodes the path found.

Note
Due to the nature of the search, there might be duplicates of some nodes in the array. This list will be sorted by G score (cost/distance to reach the node), however only the last duplicate of a node in the list is guaranteed to be sorted in this way.
PathEndingCondition endingCondition

Controls when the path should terminate.

This is set up automatically in the constructor to an instance of the Pathfinding::EndingConditionDistance class with a maxGScore is specified in the constructor. If you want to use another ending condition.

See Also
Pathfinding::PathEndingCondition for examples

The documentation for this class was generated from the following file: