A* Pathfinding Project
3.1.4
The A* Pathfinding Project for Unity 3D
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Public Member Functions | |
void | AdvanceState (PathState s) |
Threadsafe increment of the state. | |
abstract void | CalculateStep (long targetTick) |
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. | |
abstract void | Initialize () |
Initializes 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. | |
abstract void | Prepare () |
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 | Reset () |
Reset all values to their default values. | |
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. | |
Public Attributes | |
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 | |
bool | HasExceededTime (int searchedNodes, long targetTime) |
abstract void | Recycle () |
Recycle the path. | |
Protected Attributes | |
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 | |
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. | |
Private Member Functions | |
void | ErrorCheck () |
Does some error checking. | |
Private Attributes | |
string | _errorLog = "" |
Additional info on what went wrong. | |
Node[] | _path |
Vector3[] | _vectorPath |
List< System.Object > | claimed = new List<object>() |
PathCompleteState | pathCompleteState |
bool | releasedNotSilent = false |
PathState | state |
System.Object | stateLock = new object() |
bool CanTraverse | ( | Node | node | ) |
Returns if the node can be traversed.
This per default equals to if the node is walkable and if the node's tag is included in enabledTags
void Claim | ( | System.Object | o | ) |
Claim this path.
A claim on a path will ensure that it is not recycled. If you are using a path, you will want to claim it when you first get it and then release it when you will not use it anymore. When there are no claims on the path, it will be recycled and put in a pool.
void Error | ( | ) |
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private |
Does some error checking.
This is called before from BasePrepare. Makes sure the user isn't using old code paths and that no major errors have been done.
An | exception if any errors are found |
void ForceLogError | ( | string | msg | ) |
Logs an error and calls Error() to true.
This is called only if something is very wrong or the user is doing something he/she really should not be doing.
uint GetTagPenalty | ( | int | tag | ) |
Returns penalty for the given tag.
tag | A value between 0 (inclusive) and 31 (inclusive). |
float GetTotalLength | ( | ) |
Total Length of the path.
Calculates the total length of the vectorPath. Cache this rather than call this function every time since it will calculate the length every time, not just return a cached value.
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pure virtual |
Initializes the path.
Sets up the open list and adds the first node to it
Implemented in MultiTargetPath, ABPath, RandomPath, FloodPath, ConstantPath, FloodPathTracer, and XPath.
bool IsDone | ( | ) |
Returns if this path is done calculating.
void Log | ( | string | msg | ) |
Appends a message to the errorLog.
Nothing is logged to the console.
void LogError | ( | string | msg | ) |
Appends msg to errorLog and logs msg to the console.
Debug.Log call is only made if AstarPath::logPathResults is not equal to None and not equal to InGame. Consider calling Error() along with this call.
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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.
Reimplemented in MultiTargetPath, and ConstantPath.
void PrepareBase | ( | NodeRunData | runData | ) |
Prepares low level path variables for calculation.
Called before a path search will take place. Always called before the Prepare, Initialize and CalculateStep functions
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protectedpure virtual |
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.
Implemented in ABPath, FloodPath, MultiTargetPath, ConstantPath, RandomPath, and XPath.
void Release | ( | System.Object | o | ) |
Releases a path claim.
Removes the claim of the path by the specified object. When the claim count reaches zero, the path will be recycled, all variables will be cleared and the path will be put in a pool to be used again. This is great for memory since less allocations are made.
void ReleaseSilent | ( | System.Object | o | ) |
Releases the path silently.
This will remove the claim by the specified object, but the path will not be recycled if the claim count reches zero unless a Release call (not silent) has been made earlier. This is used by the internal pathfinding components such as Seeker and AstarPath so that they will not recycle paths. This enables users to skip the claim/release calls if they want without the path being recycled by the Seeker or AstarPath.
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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 in ABPath, ConstantPath, FloodPath, FloodPathTracer, RandomPath, and XPath.
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virtual |
Calls callback to return the calculated path.
Reimplemented in MultiTargetPath, and RandomPath.
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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 in MultiTargetPath.
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private |
Additional info on what went wrong.
OnPathDelegate callback |
Callback to call when the path is complete.
This is usually sent to the Seeker component which post processes the path and then calls a callback to the script which requested the path
float duration |
The duration of this path in ms.
How long it took to calculate the path The number of frames/iterations this path has executed. This is the number of frames when not using multithreading. When using multithreading, this value is quite irrelevant
int enabledTags = -1 |
Which graph tags are traversable.
This is a bitmask so -1 = all bits set = all tags traversable. For example, to set bit 5 to true, you would do
To set it to false, you would do
The Seeker has a popup field where you can set which tags to use.
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protected |
True if the Reset function has been called.
Used to allert users when they are doing it wrong.
int height |
Height of the character.
Not used currently
Path next |
The next path to be searched.
Linked list implementation. You should never change this if you do not know what you are doing
List<Node> path |
Holds the path as a Node array.
All nodes the path traverses. This might not be the same as all nodes the smoothed path traverses.
ushort pathID |
ID of this path.
Used to distinguish between different paths
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).
Do not set this value. Only read. It is used internally.
int speed |
Speed of the character.
Not used currently
int turnRadius |
Turning radius of the character.
Not used currently
int walkabilityMask = -1 |
A mask for defining what type of ground a unit can traverse, not used in any default standard graph.
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get |
If the path failed, this is true.
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get |
Log messages with info about eventual errors.
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getset |
Penalties for each tag.
Tag 0 which is the default tag, will have added a penalty of tagPenalties[0]. These should only be positive values since the A* algorithm cannot handle negative penalties.