A* Pathfinding Project
3.1.4
The A* Pathfinding Project for Unity 3D
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A path which searches from one point to a number of different targets in one search or from a number of different start points to a single target. More...
Public Types | |
enum | HeuristicMode { None, Average, MovingAverage, Midpoint, MovingMidpoint, Sequential } |
Public Member Functions | |
MultiTargetPath (Vector3[] startPoints, Vector3 target, OnPathDelegate[] callbackDelegates, OnPathDelegate callbackDelegate=null) | |
MultiTargetPath (Vector3 start, Vector3[] targets, OnPathDelegate[] callbackDelegates, OnPathDelegate callbackDelegate=null) | |
override void | CalculateStep (long targetTick) |
Calculates the path until completed or until the time has passed targetTick. | |
override string | DebugString (PathLog logMode) |
Returns a debug string for this path. | |
void | FoundTarget (NodeRun nodeR, int i) |
override void | Initialize () |
Initializes the path. | |
override void | OnEnterPool () |
Called when the path enters the pool. | |
override void | Prepare () |
Prepares the path. | |
void | RebuildOpenList () |
void | ResetBit8 (Path p) |
override void | ReturnPath () |
Calls callback to return the calculated path. | |
override void | Trace (NodeRun node) |
Traces the calculated path from the end node to the start. | |
Public Member Functions inherited from ABPath | |
ABPath (Vector3 start, Vector3 end, OnPathDelegate callbackDelegate) | |
Create a new path with a start and end point. | |
Vector3 | GetMovementVector (Vector3 point) |
Returns in which direction to move from a point on the path. | |
override void | Reset () |
Reset all values to their default values. | |
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. | |
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. | |
Static Public Member Functions | |
static MultiTargetPath | Construct (Vector3[] startPoints, Vector3 target, OnPathDelegate[] callbackDelegates, OnPathDelegate callback=null) |
static MultiTargetPath | Construct (Vector3 start, Vector3[] targets, OnPathDelegate[] callbackDelegates, 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. | |
Public Attributes | |
OnPathDelegate[] | callbacks |
Callbacks to call for each individual path. | |
int | chosenTarget = -1 |
The closest target (if any was found) when pathsForAll is false. | |
int | endsFound = 0 |
HeuristicMode | heuristicMode = HeuristicMode.Sequential |
Current target for Sequential heuristicMode. | |
bool | inverted = true |
False if the path goes from one point to multiple targets. | |
List< Node >[] | nodePaths |
Stores all paths to the targets. | |
Vector3[] | originalTargetPoints |
Target points specified when creating the path. | |
bool | pathsForAll = true |
If true, a path to all targets will be returned, otherwise just the one to the closest one. | |
int | sequentialTarget = 0 |
Node[] | targetNodes |
Nearest nodes to the targetPoints. | |
Vector3[] | targetPoints |
Target points specified when creating the path. | |
bool[] | targetsFound |
Indicates if the target has been found. | |
List< Vector3 >[] | vectorPaths |
Stores all vector paths to the targets. | |
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. | |
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< Node > | path |
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, Vector3[] targets, OnPathDelegate[] callbackDelegates, OnPathDelegate callback) |
Protected Member Functions inherited from ABPath | |
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 | |
int | targetNodeCount |
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 | |
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. | |
A path which searches from one point to a number of different targets in one search or from a number of different start points to a single target.
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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).
Reimplemented from ABPath.
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Initializes the path.
Sets up the open list and adds the first node to it
Reimplemented from ABPath.
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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.
Reimplemented from Path.
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virtual |
Prepares the path.
Searches for start and end nodes and does some simple checking if a path is at all possible
Reimplemented from ABPath.
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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.
Reimplemented from ABPath.
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virtual |
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virtual |
Traces the calculated path from the end node to the start.
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. Assumes the vectorPath and path are empty and not null (which will be the case for a correctly initialized path).
Reimplemented from Path.
HeuristicMode heuristicMode = HeuristicMode.Sequential |
Current target for Sequential heuristicMode.
Refers to an item in the targetPoints array How to calculate the heuristic. The heuristic target point can be calculated in different ways, by taking the Average position of all targets, or taking the mid point of them (i.e center of the AABB encapsulating all targets).
The one which works best seems to be Sequential though, it sets hTarget to the first target, and when that target is found, it moves on to the next one.
Some modes have the option to be 'moving' (e.g 'MovingAverage'), that means that it is updated every time a target is found.
The H score is calculated according to AstarPath::heuristic
bool inverted = true |
False if the path goes from one point to multiple targets.
True if it goes from multiple start points to one target point
List<Node> [] nodePaths |
Stores all paths to the targets.
Elements are null if no path was found
Vector3 [] originalTargetPoints |
Target points specified when creating the path.
These are not snapped to the nearest nodes
Vector3 [] targetPoints |
Target points specified when creating the path.
These are snapped to the nearest nodes
bool [] targetsFound |
Indicates if the target has been found.
Also true if the target cannot be reached (is in another area)
List<Vector3> [] vectorPaths |
Stores all vector paths to the targets.
Elements are null if no path was found