A* Pathfinding Project  3.1.4
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FloodPathTracer Class Reference

Traces a path created with the Pathfinding::FloodPath. More...

+ Inheritance diagram for FloodPathTracer:
+ Collaboration diagram for FloodPathTracer:

Public Member Functions

 FloodPathTracer (Vector3 start, FloodPath flood, OnPathDelegate callbackDelegate)
 
override void CalculateStep (long targetTick)
 Calculates the path until completed or until the time has passed targetTick.
 
override void Initialize ()
 Initializes the path.
 
override void Reset ()
 Reset all values to their default values.
 
void Trace (Node from)
 Traces the calculated path from the start node to the end.
 
- Public Member Functions inherited from ABPath
 ABPath (Vector3 start, Vector3 end, OnPathDelegate callbackDelegate)
 Create a new path with a start and end point.
 
override string DebugString (PathLog logMode)
 Returns a debug string for this path.
 
Vector3 GetMovementVector (Vector3 point)
 Returns in which direction to move from a point on the path.
 
override void Prepare ()
 Prepares the path.
 
void ResetCosts (Path p)
 Resets End Node Costs.
 
 ABPath ()
 Default constructor.
 
- 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.
 
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.
 
virtual void OnEnterPool ()
 Called when the path enters the pool.
 
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 FloodPathTracer Construct (Vector3 start, FloodPath flood, OnPathDelegate callback=null)
 
- Static Public Member Functions inherited from ABPath
static ABPath Construct (Vector3 start, Vector3 end, OnPathDelegate callback=null)
 Construct a path with a start and end point.
 

Protected Member Functions

void Setup (Vector3 start, FloodPath flood, OnPathDelegate callback)
 
- Protected Member Functions inherited from ABPath
override void Recycle ()
 Recycle the path.
 
void UpdateStartEnd (Vector3 start, Vector3 end)
 Sets the start and end points.
 
void Setup (Vector3 start, Vector3 end, OnPathDelegate callbackDelegate)
 
- Protected Member Functions inherited from Path
bool HasExceededTime (int searchedNodes, long targetTime)
 

Protected Attributes

FloodPath flood
 Reference to the FloodPath which searched the path originally.
 
- Protected Attributes inherited from ABPath
int[] endNodeCosts
 Saved original costs for the end node.
 
bool hasEndPoint = true
 Determines if a search for an end node should be done.
 
NodeRun partialBestTarget = null
 Current best target for the partial path.
 
- 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)
 

Additional Inherited Members

- Public Attributes inherited from ABPath
bool calculatePartial = false
 Calculate partial path if the target node cannot be reached.
 
Node endHint
 Hints can be set to enable faster Get Nearest Node queries.
 
Node endNode
 End node of the path.
 
Vector3 endPoint
 Exact end point of the path.
 
Int3 hTarget
 Target to use for H score calculations.
 
Vector3 originalEndPoint
 End Point exactly as in the path request.
 
Vector3 originalStartPoint
 Start Point exactly as in the path request.
 
bool recalcStartEndCosts = true
 Defines if start and end nodes will have their connection costs recalculated for this path.
 
Node startHint
 Hints can be set to enable faster Get Nearest Node queries.
 
Int3 startIntPoint
 Start point in integer coordinates.
 
Node startNode
 Start node of the path.
 
Vector3 startPoint
 Exact start point of the path.
 
- 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

Traces a path created with the Pathfinding::FloodPath.

See Pathfinding::FloodPath for examples on how to use this path type

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Member Function Documentation

override void CalculateStep ( long  targetTick)
virtual

Calculates the path until completed or until the time has passed targetTick.

Usually a check is only done every 500 nodes if the time has passed targetTick. Time/Ticks are got from System.DateTime.UtcNow.Ticks.

Basic outline of what the function does for the standard path (Pathfinding.ABPath).

while the end has not been found and no error has ocurred
check if we have reached the end
if so, exit and return the path
open the current node, i.e loop through its neighbours, mark them as visited and put them on a heap
check if there are still nodes left to process (or have we searched the whole graph)
if there are none, flag error and exit
pop the next node of the heap and set it as current
check if the function has exceeded the time limit
if so, return and wait for the function to get called again

Reimplemented from ABPath.

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override void Initialize ( )
virtual

Initializes the path.

Traces the path from the start node.

Reimplemented from ABPath.

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override void Reset ( )
virtual

Reset all values to their default values.

All inheriting path types must implement this function, resetting ALL their variables to enable recycling of paths. Call this base function in inheriting types with base.Reset ();

Reimplemented from ABPath.

void Trace ( Node  from)

Traces the calculated path from the start node to the end.

This will build an array (path) of the nodes this path will pass through and also set the vectorPath array to the path arrays positions. This implementation will use the flood (FloodPath) to trace the path from precalculated data.

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