A* Pathfinding Project  3.1.4
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LayerGridGraph Class Reference

Grid Graph, supports layered worlds. More...

+ Inheritance diagram for LayerGridGraph:
+ Collaboration diagram for LayerGridGraph:

Public Member Functions

void AddLayers (int count)
 Increases the capacity of the nodes array to hold more layers.
 
new void AddPortal (Node n1, Node n2, List< Vector3 > left, List< Vector3 > right)
 
void AddPortal (LevelGridNode n1, LevelGridNode n2, List< Vector3 > left, List< Vector3 > right)
 
new void BuildFunnelCorridor (List< Node > path, int sIndex, int eIndex, List< Vector3 > left, List< Vector3 > right)
 
void CalculateConnections (Node[] nodes, Node node, int x, int z, int layerIndex)
 
bool CheckConnection (LevelGridNode node, int dir)
 Returns if node is connected to it's neighbour in the specified direction.
 
override Node[] CreateNodes (int number)
 Creates a number of nodes with the correct type for the graph.
 
new void DeSerializeSettings (AstarSerializer serializer)
 
override void ErodeWalkableArea (int xmin, int zmin, int xmax, int zmax)
 Erodes the walkable area.
 
override NNInfo GetNearest (Vector3 position, NNConstraint constraint, Node hint=null)
 
override NNInfo GetNearestForce (Vector3 position, NNConstraint constraint)
 
new bool Linecast (Vector3 _a, Vector3 _b)
 Returns if _b is visible from _a on the graph.
 
new bool Linecast (Vector3 _a, Vector3 _b, Node hint)
 Returns if _b is visible from _a on the graph.
 
new bool Linecast (Vector3 _a, Vector3 _b, Node hint, out GraphHitInfo hit)
 Returns if _b is visible from _a on the graph.
 
override void OnDestroy ()
 This function will be called when this graph is destroyed.
 
override void OnDrawGizmos (bool drawNodes)
 
bool RecalculateCell (int x, int z, bool preserveExistingNodes)
 Recalculates single cell.
 
new void RemoveGridGraphFromStatic ()
 
override void Scan ()
 Scans the graph, called from AstarPath.Scan Override this function to implement custom scanning logic
 
new void SerializeSettings (AstarSerializer serializer)
 
new bool SnappedLinecast (Vector3 _a, Vector3 _b, Node hint, out GraphHitInfo hit)
 Returns if _b is visible from _a on the graph.
 
new void UpdateArea (GraphUpdateObject o)
 
virtual void UpdatePenalty (LevelGridNode node)
 Updates penalty for the node.
 
- Public Member Functions inherited from GridGraph
void AddPortal (Node n1, Node n2, List< Vector3 > left, List< Vector3 > right)
 
void AddPortal (GridNode n1, GridNode n2, List< Vector3 > left, List< Vector3 > right)
 
void BuildFunnelCorridor (List< Node > path, int sIndex, int eIndex, List< Vector3 > left, List< Vector3 > right)
 
virtual void CalculateConnections (Node[] nodes, int x, int z, GridNode node)
 Calculates the grid connections for a single node.
 
bool CheckConnection (GridNode node, int dir)
 Returns if node is connected to it's neighbour in the specified direction.
 
void DeSerializeNodes (Node[] nodes, AstarSerializer serializer)
 Deserializes grid graph specific node stuff from the serializer.
 
void DeSerializeSettings (AstarSerializer serializer)
 
virtual void ErodeWalkableArea ()
 Erodes the walkable area.
 
void GenerateMatrix ()
 Generates the matrix used for translating nodes from grid coordinates to world coordintes.
 
void GetBoundsMinMax (Bounds b, Matrix4x4 matrix, out Vector3 min, out Vector3 max)
 Calculates minimum and maximum points for bounds b when multiplied with the matrix.
 
List< NodeGetNodesInArea (Bounds b)
 All nodes inside the bounding box.
 
List< NodeGetNodesInArea (GraphUpdateShape shape)
 All nodes inside the shape.
 
virtual bool IsValidConnection (GridNode n1, GridNode n2)
 Returns true if a connection between the adjacent nodes n1 and n2 is valid.
 
bool Linecast (Vector3 _a, Vector3 _b)
 Returns if _b is visible from _a on the graph.
 
bool Linecast (Vector3 _a, Vector3 _b, Node hint)
 Returns if _b is visible from _a on the graph.
 
bool Linecast (Vector3 _a, Vector3 _b, Node hint, out GraphHitInfo hit)
 Returns if _b is visible from _a on the graph.
 
void OnPostScan (AstarPath script)
 Auto links grid graphs together.
 
override void PostDeserialization ()
 Called after all deserialization has been done for all graphs.
 
void RemoveGridGraphFromStatic ()
 
void SerializeNodes (Node[] nodes, AstarSerializer serializer)
 Serializes grid graph specific node stuff to the serializer.
 
void SerializeSettings (AstarSerializer serializer)
 Serialize Settings.
 
virtual void SetUpOffsetsAndCosts ()
 Sets up neighbourOffsets with the current settings.
 
bool SnappedLinecast (Vector3 _a, Vector3 _b, Node hint, out GraphHitInfo hit)
 Returns if _b is visible from _a on the graph.
 
void UpdateArea (GraphUpdateObject o)
 Internal function to update an area of the graph.
 
void UpdateNodePositionCollision (Node node, int x, int z)
 Updates position, walkability and penalty for the node.
 
void UpdateSizeFromWidthDepth ()
 Updates size from width, depth and nodeSize values.
 
- Public Member Functions inherited from NavGraph
virtual void Awake ()
 This will be called on the same time as Awake on the gameObject which the AstarPath script is attached to.
 
virtual void DeserializeExtraInfo (byte[] bytes)
 Deserializes graph type specific node data.
 
NNInfo GetNearest (Vector3 position)
 Returns the nearest node to a position using the default NNConstraint.
 
NNInfo GetNearest (Vector3 position, NNConstraint constraint)
 Returns the nearest node to a position using the specified NNConstraint.
 
bool InSearchTree (Node node, Path path)
 Returns if the node is in the search tree of the path.
 
virtual Color NodeColor (Node node, NodeRunData data)
 
virtual void RelocateNodes (Matrix4x4 oldMatrix, Matrix4x4 newMatrix)
 Relocates the nodes in this graph.
 
void SafeOnDestroy ()
 SafeOnDestroy should be used when there is a risk that the pathfinding is searching through this graph when called
 
void ScanGraph ()
 Consider using AstarPath.Scan () instead since this function might screw things up if there is more than one graph.
 
virtual byte[] SerializeExtraInfo ()
 Serializes graph type specific node data.
 
- Public Member Functions inherited from ISerializableGraph
Node[] CreateNodes (int num)
 
void DeSerializeNodes (Node[] nodes, AstarSerializer serializer)
 
void SerializeNodes (Node[] nodes, AstarSerializer serializer)
 
- Public Member Functions inherited from ISerializableObject
void DeSerializeSettings (AstarSerializer serializer)
 Called to deserialize the object.
 
void SerializeSettings (AstarSerializer serializer)
 Called to serialize the object.
 
- Public Member Functions inherited from IUpdatableGraph
void UpdateArea (GraphUpdateObject o)
 Updates an area using the specified GraphUpdateObject.
 
- Public Member Functions inherited from IFunnelGraph
void AddPortal (Node n1, Node n2, List< Vector3 > left, List< Vector3 > right)
 Add the portal between node n1 and n2 to the funnel corridor.
 
void BuildFunnelCorridor (List< Node > path, int sIndex, int eIndex, List< Vector3 > left, List< Vector3 > right)
 
- Public Member Functions inherited from IRaycastableGraph
bool Linecast (Vector3 start, Vector3 end)
 
bool Linecast (Vector3 start, Vector3 end, Node hint)
 
bool Linecast (Vector3 start, Vector3 end, Node hint, out GraphHitInfo hit)
 

Public Attributes

float characterHeight = 0.4F
 Nodes with a short distance to the node above it will be set unwalkable.
 
float mergeSpanRange = 0.5F
 If two layered nodes are too close, they will be merged.
 
int[] nodeCellIndices
 
- Public Attributes inherited from GridGraph
Matrix4x4 boundsMatrix
 
Matrix4x4 boundsMatrix2
 
int getNearestForceOverlap = 2
 In GetNearestForce, determines how far to search after a valid node has been found.
 
int[] neighbourCosts
 Costs to neighbour nodes.
 
int[] neighbourOffsets
 Index offset to get neighbour nodes.
 
int[] neighbourXOffsets
 Offsets in the X direction for neighbour nodes.
 
int[] neighbourZOffsets
 Offsets in the Z direction for neighbour nodes.
 
int scans = 0
 
Vector2 size
 Size of the grid.
 
int width
 Width of the grid in nodes.
 
int depth
 Depth (height) of the grid in nodes.
 
float aspectRatio = 1F
 Scaling of the graph along the X axis.
 
Vector3 rotation
 Rotation of the grid in degrees.
 
Bounds bounds
 
Vector3 center
 Center point of the grid.
 
Vector2 unclampedSize
 Size of the grid.
 
float nodeSize = 1
 Size of one node in world units.
 
GraphCollision collision
 Settings on how to check for walkability and height.
 
float maxClimb = 0.4F
 The max position difference between two nodes to enable a connection.
 
int maxClimbAxis = 1
 The axis to use for maxClimb.
 
float maxSlope = 90
 The max slope in degrees for a node to be walkable.
 
int erodeIterations = 0
 Erosion of the graph.
 
bool erosionUseTags = false
 Use tags instead of walkability for erosion.
 
int erosionFirstTag = 1
 Tag to start from when using tags for erosion.
 
bool autoLinkGrids = false
 Auto link the graph's edge nodes together with other GridGraphs in the scene on Scan.
 
float autoLinkDistLimit = 10F
 Distance limit for grid graphs to be auto linked.
 
NumNeighbours neighbours = NumNeighbours.Eight
 Number of neighbours for each node.
 
bool cutCorners = true
 If disabled, will not cut corners on obstacles.
 
float penaltyPositionOffset = 0
 Offset for the position when calculating penalty.
 
bool penaltyPosition = false
 Use position (y-coordinate) to calculate penalty.
 
float penaltyPositionFactor = 1F
 Scale factor for penalty when calculating from position.
 
bool penaltyAngle = false
 
float penaltyAngleFactor = 100F
 
TextureData textureData = new TextureData ()
 Holds settings for using a texture as source for a grid graph.
 
- Public Attributes inherited from NavGraph
byte[] _sguid
 Used to store the guid value.
 
AstarPath active
 Reference to the AstarPath object in the scene.
 
bool drawGizmos = true
 
bool infoScreenOpen
 Used in the editor to check if the info screen is open.
 
uint initialPenalty = 0
 
Matrix4x4 matrix
 A matrix for translating/rotating/scaling the graph.
 
string name
 
Node[] nodes
 All nodes this graph contains.
 
bool open
 Is the graph open in the editor
 

Properties

override bool uniformWidhtDepthGrid [get]
 
- Properties inherited from GridGraph
virtual bool uniformWidhtDepthGrid [get]
 This is placed here so generators inheriting from this one can override it and set it to false.
 
bool useRaycastNormal [get]
 Use heigh raycasting normal for max slope calculation.
 
- Properties inherited from NavGraph
Guid guid [get, set]
 Used as an ID of the graph, considered to be unique.
 
Matrix4x4 inverseMatrix [get]
 

Private Member Functions

Node GetNearestNode (Vector3 position, int x, int z, NNConstraint constraint)
 

Private Attributes

int layerCount = 0
 

Additional Inherited Members

- Static Public Member Functions inherited from GridGraph
static void CalculateConnections (GridNode node)
 Calculates the grid connections for a single node.
 
- Protected Attributes inherited from GridGraph
int[] corners
 To reduce memory allocations this array is reused.
 

Detailed Description

Grid Graph, supports layered worlds.

The GridGraph is great in many ways, reliable, easily configured and updatable during runtime. But it lacks support for worlds which have multiple layers, such as a building with multiple floors.
That's where this graph type comes in. It supports basically the same stuff as the grid graph, but also multiple layers. It uses a more memory, and is probably a bit slower.

Note
It does not yet have support for updating the graph during runtime with GraphUpdateObjects.
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

Member Function Documentation

void AddLayers ( int  count)

Increases the capacity of the nodes array to hold more layers.

After this function has been called and new nodes have been set up, the AstarPath.DataUpdate function must be called.

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override Node [] CreateNodes ( int  number)
virtual

Creates a number of nodes with the correct type for the graph.

This should not set the nodes array, only return the nodes. Called by graph generators and when deserializing a graph with nodes. Override this function if you do not use the default Pathfinding::Node class.

Reimplemented from GridGraph.

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override void ErodeWalkableArea ( int  xmin,
int  zmin,
int  xmax,
int  zmax 
)
virtual

Erodes the walkable area.

See Also
erodeIterations

Reimplemented from GridGraph.

override NNInfo GetNearest ( Vector3  position,
NNConstraint  constraint,
Node  hint = null 
)
virtual
Todo:
Set clamped position for Grid Graph

Reimplemented from GridGraph.

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override NNInfo GetNearestForce ( Vector3  position,
NNConstraint  constraint 
)
virtual
Todo:
Set clamped position for Grid Graph

Reimplemented from GridGraph.

new bool Linecast ( Vector3  _a,
Vector3  _b 
)

Returns if _b is visible from _a on the graph.

This is not the same as Physics.Linecast, this function traverses the graph and looks for collisions.

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

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new bool Linecast ( Vector3  _a,
Vector3  _b,
Node  hint 
)

Returns if _b is visible from _a on the graph.

Parameters
[in]_aPoint to linecast from
[in]_bPoint to linecast to
[in]hintIf you have some idea of what the start node might be (the one close to _a), pass it to hint since it can enable faster lookups This is not the same as Physics.Linecast, this function traverses the graph and looks for collisions.
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

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new bool Linecast ( Vector3  _a,
Vector3  _b,
Node  hint,
out GraphHitInfo  hit 
)

Returns if _b is visible from _a on the graph.

Parameters
[in]_aPoint to linecast from
[in]_bPoint to linecast to
[out]hitContains info on what was hit, see GraphHitInfo
[in]hintIf you have some idea of what the start node might be (the one close to _a), pass it to hint since it can enable faster lookups This is not the same as Physics.Linecast, this function traverses the graph and looks for collisions.
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

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bool RecalculateCell ( int  x,
int  z,
bool  preserveExistingNodes 
)

Recalculates single cell.

Parameters
xX coordinate of the cell
zZ coordinate of the cell
preserveExistingNodesIf true, nodes will be reused, this can be used to preserve e.g penalty when recalculating
Returns
If new layers or nodes were added. If so, you need to call AstarPath.active.DataUpdate() after this function to make sure pathfinding works correctly for them (when doing a scan, that function does not need to be called however).
Note
Connections are not recalculated for the nodes.

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override void Scan ( )
virtual

Scans the graph, called from AstarPath.Scan Override this function to implement custom scanning logic

Reimplemented from GridGraph.

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new bool SnappedLinecast ( Vector3  _a,
Vector3  _b,
Node  hint,
out GraphHitInfo  hit 
)

Returns if _b is visible from _a on the graph.

This function is different from the other Linecast functions since it 1) snaps the start and end positions directly to the graph and it uses Bresenham's line drawing algorithm as opposed to the others which use sampling at fixed intervals. If you only care about if one node can see another node, then this function is great, but if you need more precision than one node, use the normal linecast functions

Parameters
[in]_aPoint to linecast from
[in]_bPoint to linecast to
[out]hitContains info on what was hit, see GraphHitInfo
[in]hint(deprecated) If you have some idea of what the start node might be (the one close to _a), pass it to hint since it can enable faster lookups.

This is not the same as Physics.Linecast, this function traverses the graph and looks for collisions.

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

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virtual void UpdatePenalty ( LevelGridNode  node)
virtual

Updates penalty for the node.

This function sets penalty to zero (0) and then adjusts it if penaltyPosition is set to true.

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