A* Pathfinding Project
3.6.6
The A* Pathfinding Project for Unity 3D
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Base class for all path types. More...
Base class for all path types.
Public Member Functions | |
void | AdvanceState (PathState s) |
Threadsafe increment of the state. | |
uint | CalculateHScore (GraphNode node) |
abstract void | CalculateStep (long targetTick) |
Calculates the path until time has gone past targetTick. | |
bool | CanTraverse (GraphNode node) |
Returns if the node can be traversed. | |
void | Claim (System.Object o) |
Claim this path. | |
virtual void | Cleanup () |
Always called after the path has been calculated. | |
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(). | |
virtual uint | GetConnectionSpecialCost (GraphNode a, GraphNode b, uint currentCost) |
May be called by graph nodes to get a special cost for some connections. | |
Int3 | GetHTarget () |
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. | |
uint | GetTraversalCost (GraphNode node) |
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 (PathHandler pathHandler) |
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. | |
IEnumerator | WaitForPath () |
Waits until this path has been calculated and returned. | |
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. | |
OnPathDelegate | immediateCallback |
Immediate callback to call when the path is complete. | |
Path | next |
The next path to be searched. | |
NNConstraint | nnConstraint = PathNNConstraint.Default |
Constraint for how to search for nodes. | |
List< GraphNode > | path |
Holds the path as a Node array. | |
PathHandler | pathHandler |
Data for the thread calculating this path. | |
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). | |
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. | |
virtual void | Trace (PathNode from) |
Traces the calculated path from the end node to the start. | |
Protected Attributes | |
PathNode | currentR |
The node currently being processed. | |
bool | hasBeenReset = false |
True if the Reset function has been called. | |
Int3 | hTarget |
Target to use for H score calculation. | |
GraphNode | hTargetNode |
int[] | internalTagPenalties = null |
The tag penalties that are actually used. | |
int[] | manualTagPenalties = null |
Tag penalties set by other scripts. | |
float | maxFrameTime |
The max number of milliseconds per iteration (frame, in case of non-multithreading) | |
Properties | |
PathCompleteState | CompleteState [get, set] |
Current state of the path. | |
bool | error [get] |
If the path failed, this is true. | |
string | errorLog [get] |
Log messages with info about eventual errors. | |
virtual bool | FloodingPath [get] |
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. | |
GraphNode[] | _path |
Vector3[] | _vectorPath |
List< System.Object > | claimed = new List<System.Object>() |
List of claims on this path with reference objects. | |
PathCompleteState | pathCompleteState |
Current state of the path. | |
bool | releasedNotSilent = false |
True if the path has been released with a non-silent call yet. | |
PathState | state |
System.Object | stateLock = new object() |
Static Private Attributes | |
static readonly int[] | ZeroTagPenalties = new int[32] |
void AdvanceState | ( | PathState | s | ) |
Threadsafe increment of the state.
uint CalculateHScore | ( | GraphNode | node | ) |
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pure virtual |
Calculates the path until time has gone past targetTick.
Implemented in MultiTargetPath, ABPath, RandomPath, FloodPath, ConstantPath, and FloodPathTracer.
bool CanTraverse | ( | GraphNode | 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 | ) |
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virtual |
Always called after the path has been calculated.
Guaranteed to be called before other paths have been calculated on the same thread. Use for cleaning up things like node tagging and similar.
Reimplemented in ABPath, and ConstantPath.
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virtual |
Returns a debug string for this path.
Reimplemented in MultiTargetPath, and ABPath.
void Error | ( | ) |
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private |
Does some error checking.
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().
This is called only if something is very wrong or the user is doing something he/she really should not be doing.
May be called by graph nodes to get a special cost for some connections.
Nodes may call it when PathNode.flag2 is set to true, for example mesh nodes, which have a very large area can be marked on the start and end nodes, this method will be called to get the actual cost for moving from the start position to its neighbours instead of as would otherwise be the case, from the start node's position to its neighbours. The position of a node and the actual start point on the node can vary quite a lot.
The default behaviour of this method is to return the previous cost of the connection, essentiall making no change at all.
This method should return the same regardless of the order of a and b. That is f(a,b) == f(b,a) should hold.
a | Moving from this node |
b | Moving to this node |
currentCost | The cost of moving between the nodes. Return this value if there is no meaningful special cost to return. |
Reimplemented in ABPath.
Int3 GetHTarget | ( | ) |
PathState GetState | ( | ) |
Returns the state of the path in the pathfinding pipeline.
uint GetTagPenalty | ( | int | tag | ) |
Returns penalty for the given tag.
tag | A value between 0 (inclusive) and 32 (exclusive). |
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.
uint GetTraversalCost | ( | GraphNode | node | ) |
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protected |
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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, and FloodPathTracer.
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.
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pure virtual |
Implemented in MultiTargetPath, ABPath, RandomPath, FloodPath, and ConstantPath.
void PrepareBase | ( | PathHandler | pathHandler | ) |
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, FloodPathTracer, and FleePath.
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.
Reimplemented in ABPath, ConstantPath, FloodPath, FloodPathTracer, and RandomPath.
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virtual |
Calls callback to return the calculated path.
Reimplemented in MultiTargetPath, and RandomPath.
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protectedvirtual |
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.
IEnumerator WaitForPath | ( | ) |
Waits until this path has been calculated and returned.
Allows for very easy scripting.
System.InvalidOperationException | if the path is not started. Send the path to Seeker.StartPath or AstarPath.StartPath before calling this function. |
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private |
Additional info on what went wrong.
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private |
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private |
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
System.DateTime callTime |
When the call was made to start the pathfinding for this path.
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private |
List of claims on this path with reference objects.
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protected |
The node currently being processed.
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
Heuristic heuristic |
Determines which heuristic to use.
float heuristicScale = 1F |
Scale of the heuristic values.
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protected |
Target to use for H score calculation.
Used alongside hTarget. Target to use for H score calculations.
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protected |
OnPathDelegate immediateCallback |
Immediate callback to call when the path is complete.
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protected |
The tag penalties that are actually used.
If manualTagPenalties is null, this will be ZeroTagPenalties
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protected |
Tag penalties set by other scripts.
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protected |
The max number of milliseconds per iteration (frame, in case of non-multithreading)
Path next |
The next path to be searched.
Linked list implementation.
NNConstraint nnConstraint = PathNNConstraint.Default |
Constraint for how to search for nodes.
List<GraphNode> 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.
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private |
Current state of the path.
PathHandler pathHandler |
Data for the thread calculating this path.
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.
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private |
True if the path has been released with a non-silent call yet.
int searchedNodes |
Number of nodes this path has searched.
int searchIterations = 0 |
int speed |
Speed of the character.
Not used currently
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private |
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private |
int turnRadius |
Turning radius of the character.
Not used currently
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.
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staticprivate |
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getset |
Current state of the path.
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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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get |
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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.