A* Pathfinding Project
3.1.4
The A* Pathfinding Project for Unity 3D
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Member
AIPath.CalculateTargetPoint
(Vector3 p, Vector3 a, Vector3 b)
This function uses .magnitude quite a lot, can it be optimized?
Member
AstarPath.pathQueue
Check scene switches
Member
AstarPath.showSearchTree
Add a showOnlyLastPath flag to indicate whether to draw every node or only the ones visited by the latest path.
Member
GridGraph.CalculateConnections
(GridNode node)
Test this function, should work ok, but you never know
Member
GridGraph.GetNearest
(Vector3 position, NNConstraint constraint, Node hint)
Set clamped position for Grid Graph
Member
GridGraph.GetNearestForce
(Vector3 position, NNConstraint constraint)
Set clamped position for Grid Graph
Class
LockFreeStack
Add SINGLE_THREAD_OPTIMIZE define
Member
Polygon.ClosestPointOnTriangle
(Vector3 tr0, Vector3 tr1, Vector3 tr2, Vector3 point)
Uses Dot product to get the sqrMagnitude of a vector, should change to sqrMagnitude for readability and possibly for speed (unlikely though)
Member
Polygon.Dot
(Vector3 lhs, Vector3 rhs)
Why is this function defined here?
Class
RVONavmesh
Support for grid based graphs will be added in future versions
Class
SimpleSmoothModifier
Make the smooth modifier take the world geometry into account when smoothing
Member
Voxelize.ErodeVoxels
(int radius)
Complete the ErodeVoxels function translation
Member
Voxelize.FilterSmallRegions
(ushort[] reg, int minRegionSize, int maxRegions)
This function has not been translated entirely (don't use it)
Generated on Wed Nov 28 2012 13:50:32 for A* Pathfinding Project by
1.8.2