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void | AddPortal (Node n1, Node n2, List< Vector3 > left, List< Vector3 > right) |
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void | BuildFunnelCorridor (List< Node > path, int startIndex, int endIndex, List< Vector3 > left, List< Vector3 > right) |
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bool | ContainsPoint (MeshNode node, Vector3 pos) |
| Returns if the point is inside the node in XZ space.
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override Node[] | CreateNodes (int number) |
| Creates a number of nodes with the correct type for the graph.
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override void | DeserializeExtraInfo (byte[] bytes) |
| Deserializes graph type specific node data.
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void | DeSerializeNodes (Node[] nodes, AstarSerializer serializer) |
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void | DeSerializeSettings (AstarSerializer serializer) |
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void | GenerateMatrix () |
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override NNInfo | GetNearest (Vector3 position, NNConstraint constraint, Node hint) |
| Returns the nearest node to a position using the specified NNConstraint.
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override NNInfo | GetNearestForce (Vector3 position, NNConstraint constraint) |
| This performs a linear search through all polygons returning the closest one.
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bool | Linecast (Vector3 origin, Vector3 end) |
| Returns if origin is visible from end on the graph.
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bool | Linecast (Vector3 origin, Vector3 end, Node hint, out GraphHitInfo hit) |
| Returns if origin is visible from end on the graph.
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bool | Linecast (Vector3 origin, Vector3 end, Node hint) |
| Returns if end is visible from origin on the graph.
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override void | OnDrawGizmos (bool drawNodes) |
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void | PostProcess () |
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override void | RelocateNodes (Matrix4x4 oldMatrix, Matrix4x4 newMatrix) |
| Relocates the nodes to match the newMatrix.
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void | Scan (string objMeshPath) |
| Scans the graph using the path to an .obj mesh.
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override void | Scan () |
| Scans the graph, called from AstarPath.Scan Override this function to implement custom scanning logic
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override byte[] | SerializeExtraInfo () |
| Serializes graph type specific node data.
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void | SerializeNodes (Node[] nodes, AstarSerializer serializer) |
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void | SerializeSettings (AstarSerializer serializer) |
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void | Sort (Vector3[] a) |
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void | UpdateArea (GraphUpdateObject o) |
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virtual void | Awake () |
| This will be called on the same time as Awake on the gameObject which the AstarPath script is attached to.
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NNInfo | GetNearest (Vector3 position) |
| Returns the nearest node to a position using the default NNConstraint.
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NNInfo | GetNearest (Vector3 position, NNConstraint constraint) |
| Returns the nearest node to a position using the specified NNConstraint.
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bool | InSearchTree (Node node, Path path) |
| Returns if the node is in the search tree of the path.
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virtual Color | NodeColor (Node node, NodeRunData data) |
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virtual void | OnDestroy () |
| Function for cleaning up references.
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virtual void | PostDeserialization () |
| Called after all deserialization has been done for all graphs.
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void | SafeOnDestroy () |
| SafeOnDestroy should be used when there is a risk that the pathfinding is searching through this graph when called
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void | ScanGraph () |
| Consider using AstarPath.Scan () instead since this function might screw things up if there is more than one graph.
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Node[] | CreateNodes (int num) |
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void | DeSerializeNodes (Node[] nodes, AstarSerializer serializer) |
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void | SerializeNodes (Node[] nodes, AstarSerializer serializer) |
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void | DeSerializeSettings (AstarSerializer serializer) |
| Called to deserialize the object.
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void | SerializeSettings (AstarSerializer serializer) |
| Called to serialize the object.
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void | UpdateArea (GraphUpdateObject o) |
| Updates an area using the specified GraphUpdateObject.
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void | AddPortal (Node n1, Node n2, List< Vector3 > left, List< Vector3 > right) |
| Add the portal between node n1 and n2 to the funnel corridor.
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void | BuildFunnelCorridor (List< Node > path, int sIndex, int eIndex, List< Vector3 > left, List< Vector3 > right) |
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bool | Linecast (Vector3 start, Vector3 end) |
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bool | Linecast (Vector3 start, Vector3 end, Node hint) |
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bool | Linecast (Vector3 start, Vector3 end, Node hint, out GraphHitInfo hit) |
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static void | BuildFunnelCorridor (INavmesh graph, List< Node > path, int startIndex, int endIndex, List< Vector3 > left, List< Vector3 > right) |
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static Vector3 | ClosestPointOnNode (MeshNode node, Int3[] vertices, Vector3 pos) |
| Returns the closest point of the node.
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static bool | ContainsPoint (MeshNode node, Vector3 pos, Int3[] vertices) |
| Returns if the point is inside the node in XZ space.
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static void | DeserializeMeshNodes (INavmesh graph, Node[] nodes, byte[] bytes) |
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static void | DeSerializeMeshNodes (INavmesh graph, Node[] nodes, AstarSerializer serializer) |
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static void | GenerateNodes (NavGraph graph, Vector3[] vectorVertices, int[] triangles, out Vector3[] originalVertices, out Int3[] vertices) |
| Generates a navmesh.
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static NNInfo | GetNearest (INavmesh graph, Node[] nodes, Vector3 position, NNConstraint constraint, bool accurateNearestNode) |
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static NNInfo | GetNearestForce (Node[] nodes, Int3[] vertices, Vector3 position, NNConstraint constraint, bool accurateNearestNode) |
| This performs a linear search through all polygons returning the closest one.
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static NNInfo | GetNearestForceBoth (Node[] nodes, Int3[] vertices, Vector3 position, NNConstraint constraint, bool accurateNearestNode) |
| This performs a linear search through all polygons returning the closest one.
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static bool | Linecast (INavmesh graph, Vector3 tmp_origin, Vector3 tmp_end, Node hint, bool thick, float thickness, out GraphHitInfo hit) |
| Returns if _b is visible from _a on the graph.
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static void | RebuildBBTree (NavGraph graph) |
| Rebuilds the BBTree on a NavGraph.
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static byte[] | SerializeMeshNodes (INavmesh graph, Node[] nodes) |
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static void | SerializeMeshNodes (INavmesh graph, Node[] nodes, AstarSerializer serializer) |
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static void | UpdateArea (GraphUpdateObject o, NavGraph graph) |
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Generates graphs based on navmeshes.
Navmeshes are meshes where each polygon define a walkable area. These are great because the AI can get so much more information on how it can walk. Polygons instead of points mean that the funnel smoother can produce really nice looking paths and the graphs are also really fast to search and have a low memory footprint because of their smaller size to describe the same area (compared to grid graphs).
- See Also
- Pathfinding.RecastGraph