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SimpleSmoothModifier Class Reference

Modifier which smooths the path. More...

+ Inheritance diagram for SimpleSmoothModifier:
+ Collaboration diagram for SimpleSmoothModifier:

Public Types

enum  SmoothType { Simple, Bezier, OffsetSimple, CurvedNonuniform }
 

Public Member Functions

override void Apply (Path p, ModifierData source)
 Main Post-Processing function.
 
List< Vector3 > CurvedNonuniform (List< Vector3 > path)
 
List< Vector3 > SmoothBezier (List< Vector3 > path)
 
List< Vector3 > SmoothOffsetSimple (List< Vector3 > path)
 
List< Vector3 > SmoothSimple (List< Vector3 > path)
 
- Public Member Functions inherited from MonoModifier
virtual Vector3[] Apply (Node[] path, Vector3 start, Vector3 end, int startIndex, int endIndex, NavGraph graph)
 
virtual Vector3[] Apply (Vector3[] path, Vector3 start, Vector3 end)
 
virtual void ApplyOriginal (Path p)
 
void Awake ()
 Alerts the Seeker that this modifier exists.
 
void OnDestroy ()
 
void OnDisable ()
 
void OnEnable ()
 
virtual void PreProcess (Path p)
 
- Public Member Functions inherited from IPathModifier
void Apply (Path p, ModifierData source)
 
void ApplyOriginal (Path p)
 
void PreProcess (Path p)
 

Static Public Member Functions

static Vector3 GetPointOnCubic (Vector3 a, Vector3 b, Vector3 tan1, Vector3 tan2, float t)
 

Public Attributes

float bezierTangentLength = 0.4F
 Length factor of the bezier curves' tangents'.
 
float factor = 0.1F
 
int iterations = 2
 Number of times to apply smoothing.
 
float maxSegmentLength = 2F
 The length of the segments in the smoothed path when using uniformLength.
 
float offset = 0.2F
 Offset to apply in each smoothing iteration when using Offset Simple.
 
SmoothType smoothType = SmoothType.Simple
 Type of smoothing to use.
 
float strength = 0.5F
 The strength of the smoothing.
 
int subdivisions = 2
 Number of times to subdivide when not using a uniform length.
 
bool uniformLength = true
 Toggle to divide all lines in equal length segments.
 
- Public Attributes inherited from MonoModifier
int priority = 0
 Higher priority modifiers are executed first.
 
Seeker seeker
 

Properties

override ModifierData input [get]
 
override ModifierData output [get]
 
- Properties inherited from MonoModifier
abstract ModifierData input [get]
 
abstract ModifierData output [get]
 
int Priority [get, set]
 
- Properties inherited from IPathModifier
ModifierData input [get]
 
ModifierData output [get]
 
int Priority [get, set]
 

Detailed Description

Modifier which smooths the path.

This modifier can smooth a path by either moving the points closer together (Simple) or using Bezier curves (Bezier).

Attach this component to the same GameObject as a Seeker component.
This component will hook in to the Seeker's path post-processing system and will post process any paths it searches for. Take a look at the Modifier Priorities settings on the Seeker component to determine where in the process this modifier should process the path.

Several smoothing types are available, here follows a list of them and a short description of what they do, and how they work. But the best way is really to experiment with them yourself.

  • Simple Smooths the path by drawing all points close to each other. This results in paths that might cut corners if you are not careful. It will also subdivide the path to create more more points to smooth as otherwise it would still be quite rough.
  • Bezier Smooths the path using Bezier curves. This results a smooth path which will always pass through all points in the path, but make sure it doesn't turn too quickly.
  • OffsetSimple An alternative to Simple smooth which will offset the path outwards in each step to minimize the corner-cutting.
  • Curved Non Uniform
Note
Modifies vectorPath array
Todo:
Make the smooth modifier take the world geometry into account when smoothing

Member Data Documentation

float maxSegmentLength = 2F

The length of the segments in the smoothed path when using uniformLength.

A high value yields rough paths and low value yields very smooth paths, but is slower

float offset = 0.2F

Offset to apply in each smoothing iteration when using Offset Simple.

See Also
smoothType
float strength = 0.5F

The strength of the smoothing.

A value from 0 to 1 is recommended, but values larger than 1 works too.

bool uniformLength = true

Toggle to divide all lines in equal length segments.

See Also
maxSegmentLength

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