A* Pathfinding Project
3.6.8
The A* Pathfinding Project for Unity 3D
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Base class for all graphs. More...
Base class for all graphs.
Public Member Functions | |
virtual void | Awake () |
This will be called on the same time as Awake on the gameObject which the AstarPath script is attached to. | |
virtual int | CountNodes () |
Count nodes in the graph. | |
virtual void | DeserializeExtraInfo (GraphSerializationContext ctx) |
Deserializes graph type specific node data. | |
NNInfo | GetNearest (Vector3 position) |
Returns the nearest node to a position using the default NNConstraint. | |
NNInfo | GetNearest (Vector3 position, NNConstraint constraint) |
Returns the nearest node to a position using the specified NNConstraint. | |
virtual NNInfo | GetNearest (Vector3 position, NNConstraint constraint, GraphNode hint) |
Returns the nearest node to a position using the specified NNConstraint. | |
virtual NNInfo | GetNearestForce (Vector3 position, NNConstraint constraint) |
Returns the nearest node to a position using the specified constraint . | |
abstract void | GetNodes (GraphNodeDelegateCancelable del) |
Calls a delegate with all nodes in the graph. | |
virtual Color | NodeColor (GraphNode node, PathHandler data) |
virtual void | OnDestroy () |
Function for cleaning up references. | |
virtual void | OnDrawGizmos (bool drawNodes) |
Draw gizmos for the graph. | |
virtual void | PostDeserialization () |
Called after all deserialization has been done for all graphs. | |
virtual void | RelocateNodes (Matrix4x4 oldMatrix, Matrix4x4 newMatrix) |
Relocates the nodes in this graph. | |
void | Scan () |
void | ScanGraph () |
void | ScanInternal () |
Internal method for scanning graphs. | |
abstract void | ScanInternal (OnScanStatus statusCallback) |
Scans the graph, called from AstarPath.ScanLoop. | |
virtual void | SerializeExtraInfo (GraphSerializationContext ctx) |
Serializes graph type specific node data. | |
void | SetMatrix (Matrix4x4 m) |
Use to set both matrix and inverseMatrix at the same time. | |
Static Public Member Functions | |
static bool | InSearchTree (GraphNode node, Path path) |
Returns if the node is in the search tree of the path. | |
Public Attributes | |
byte[] | _sguid |
Used to store the guid value. | |
AstarPath | active |
Reference to the AstarPath object in the scene. | |
bool | drawGizmos = true |
uint | graphIndex |
Index of the graph, used for identification purposes. | |
bool | infoScreenOpen |
Used in the editor to check if the info screen is open. | |
uint | initialPenalty |
Default penalty to apply to all nodes. | |
Matrix4x4 | inverseMatrix = Matrix4x4.identity |
Inverse of matrix. | |
Matrix4x4 | matrix = Matrix4x4.identity |
A matrix for translating/rotating/scaling the graph. | |
string | name |
Name of the graph. | |
bool | open |
Is the graph open in the editor. | |
Properties | |
Guid | guid [get, set] |
Used as an ID of the graph, considered to be unique. | |
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virtual |
This will be called on the same time as Awake on the gameObject which the AstarPath script is attached to.
(remember, not in the editor) Use this for any initialization code which can't be placed in Scan
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virtual |
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virtual |
Deserializes graph type specific node data.
Reimplemented in RecastGraph, GridGraph, LayerGridGraph, NavMeshGraph, and PointGraph.
NNInfo GetNearest | ( | Vector3 | position | ) |
Returns the nearest node to a position using the default NNConstraint.
position | The position to try to find a close node to |
NNInfo GetNearest | ( | Vector3 | position, |
NNConstraint | constraint | ||
) |
Returns the nearest node to a position using the specified NNConstraint.
position | The position to try to find a close node to |
constraint | Can for example tell the function to try to return a walkable node. If you do not get a good node back, consider calling GetNearestForce. |
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virtual |
Returns the nearest node to a position using the specified NNConstraint.
position | The position to try to find a close node to |
hint | Can be passed to enable some graph generators to find the nearest node faster. |
constraint | Can for example tell the function to try to return a walkable node. If you do not get a good node back, consider calling GetNearestForce. |
Reimplemented in RecastGraph, LayerGridGraph, GridGraph, NavMeshGraph, and PointGraph.
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virtual |
Returns the nearest node to a position using the specified constraint .
Reimplemented in RecastGraph, LayerGridGraph, GridGraph, NavMeshGraph, and PointGraph.
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pure virtual |
Calls a delegate with all nodes in the graph.
This is the primary way of "looping" through all nodes in a graph.
This function should not change anything in the graph structure.
Implemented in RecastGraph, PointGraph, GridGraph, LayerGridGraph, NavMeshGraph, QuadtreeGraph, and SimpleGraph.
Returns if the node is in the search tree of the path.
Only guaranteed to be correct if path is the latest path calculated. Use for gizmo drawing only.
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virtual |
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virtual |
Function for cleaning up references.
This will be called on the same time as OnDisable on the gameObject which the AstarPath script is attached to (remember, not in the editor). Use for any cleanup code such as cleaning up static variables which otherwise might prevent resources from being collected. Use by creating a function overriding this one in a graph class, but always call base.OnDestroy () in that function. All nodes should be destroyed in this function otherwise a memory leak will arise.
Reimplemented in RecastGraph, GridGraph, NavMeshGraph, and LayerGridGraph.
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virtual |
Draw gizmos for the graph.
Reimplemented in RecastGraph, GridGraph, LayerGridGraph, NavMeshGraph, and QuadtreeGraph.
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virtual |
Called after all deserialization has been done for all graphs.
Can be used to set up more graph data which is not serialized
Reimplemented in GridGraph, LayerGridGraph, and PointGraph.
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virtual |
Relocates the nodes in this graph.
Assumes the nodes are already transformed using the "oldMatrix", then transforms them such that it will look like they have only been transformed using the "newMatrix". The "oldMatrix" is not required by all implementations of this function though (e.g the NavMesh generator).
The matrix the graph is transformed with is typically stored in the matrix field, so the typical usage for this method is
So for example if you want to move all your nodes in e.g a point graph 10 units along the X axis from the initial position
Reimplemented in PointGraph, RecastGraph, and NavMeshGraph.
void Scan | ( | ) |
void ScanGraph | ( | ) |
void ScanInternal | ( | ) |
Internal method for scanning graphs.
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pure virtual |
Scans the graph, called from AstarPath.ScanLoop.
Override this function to implement custom scanning logic The statusCallback may be optionally called to show progress info in the editor
Implemented in RecastGraph, GridGraph, NavMeshGraph, PointGraph, LayerGridGraph, QuadtreeGraph, and SimpleGraph.
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virtual |
Serializes graph type specific node data.
This function can be overriden to serialize extra node information (or graph information for that matter) which cannot be serialized using the standard serialization. Serialize the data in any way you want and return a byte array. When loading, the exact same byte array will be passed to the DeserializeExtraInfo function.
These functions will only be called if node serialization is enabled.
Reimplemented in RecastGraph, GridGraph, LayerGridGraph, NavMeshGraph, and PointGraph.
void SetMatrix | ( | Matrix4x4 | m | ) |
Use to set both matrix and inverseMatrix at the same time.
byte [] _sguid |
Used to store the guid value.
AstarPath active |
Reference to the AstarPath object in the scene.
Might not be entirely safe to use, it's better to use AstarPath.active
bool drawGizmos = true |
uint graphIndex |
Index of the graph, used for identification purposes.
bool infoScreenOpen |
Used in the editor to check if the info screen is open.
Should be inside UNITY_EDITOR only #ifs but just in case anyone tries to serialize a NavGraph instance using Unity, I have left it like this as it would otherwise cause a crash when building. Version 3.0.8.1 was released because of this bug only
uint initialPenalty |
Default penalty to apply to all nodes.
Matrix4x4 inverseMatrix = Matrix4x4.identity |
Matrix4x4 matrix = Matrix4x4.identity |
A matrix for translating/rotating/scaling the graph.
Not all graph generators sets this variable though.
string name |
Name of the graph.
Can be set in the unity editor
bool open |
Is the graph open in the editor.
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getset |
Used as an ID of the graph, considered to be unique.