A* Pathfinding Project
3.6
The A* Pathfinding Project for Unity 3D
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Basic point graph. More...
Basic point graph.
The List graph is the most basic graph structure, it consists of a number of interconnected points in space, waypoints or nodes.
The list graph takes a Transform object as "root", this Transform will be searched for child objects, every child object will be treated as a node. It will then check if any connections between the nodes can be made, first it will check if the distance between the nodes isn't too large ( maxDistance ) and then it will check if the axis aligned distance isn't too high. The axis aligned distance, named limits, is useful because usually an AI cannot climb very high, but linking nodes far away from each other, but on the same Y level should still be possible. limits and maxDistance won't affect anything if the values are 0 (zero) though.
Lastly it will check if there are any obstructions between the nodes using raycasting which can optionally be thick.
One thing to think about when using raycasting is to either place the nodes a small distance above the ground in your scene or to make sure that the ground is not in the raycast mask to avoid the raycast from hitting the ground.
Public Member Functions | |
void | AddChildren (ref int c, Transform tr) |
Recursively adds childrens of a transform as nodes. | |
PointNode | AddNode (Int3 position) |
Add a node to the graph at the specified position. | |
T | AddNode< T > (T nd, Int3 position) |
Add a node with the specified type to the graph at the specified position. | |
void | AddToLookup (PointNode node) |
GraphUpdateThreading | CanUpdateAsync (GraphUpdateObject o) |
override void | DeserializeExtraInfo (GraphSerializationContext ctx) |
Deserializes graph type specific node data. | |
override NNInfo | GetNearest (Vector3 position, NNConstraint constraint, GraphNode hint) |
Returns the nearest node to a position using the specified NNConstraint. | |
override NNInfo | GetNearestForce (Vector3 position, NNConstraint constraint) |
Returns the nearest node to a position using the specified constraint. | |
override void | GetNodes (GraphNodeDelegateCancelable del) |
Calls a delegate with all nodes in the graph. | |
virtual bool | IsValidConnection (GraphNode a, GraphNode b, out float dist) |
Returns if the connection between a and b is valid. | |
override void | PostDeserialization () |
Called after all deserialization has been done for all graphs. | |
void | RebuildNodeLookup () |
Rebuilds the lookup structure for nodes. | |
override void | RelocateNodes (Matrix4x4 oldMatrix, Matrix4x4 newMatrix) |
Relocates the nodes in this graph. | |
override void | ScanInternal (OnScanStatus statusCallback) |
Scans the graph, called from AstarPath.ScanInternal Override this function to implement custom scanning logic The statusCallback may be optionally called to show progress info in the editor | |
override void | SerializeExtraInfo (GraphSerializationContext ctx) |
Serializes graph type specific node data. | |
void | UpdateArea (GraphUpdateObject guo) |
Updates an area in the list graph. | |
void | UpdateAreaInit (GraphUpdateObject o) |
Public Member Functions inherited from NavGraph | |
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 | CreateNodes (int number) |
Creates a number of nodes with the correct type for the graph. | |
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 Color | NodeColor (GraphNode node, PathHandler data) |
virtual void | OnDestroy () |
Function for cleaning up references. | |
virtual void | OnDrawGizmos (bool drawNodes) |
void | SafeOnDestroy () |
SafeOnDestroy should be used when there is a risk that the pathfinding is searching through this graph when called. | |
void | Scan () |
void | ScanGraph () |
Consider using AstarPath.Scan () instead since this function might screw things up if there is more than one graph. | |
void | ScanInternal () |
void | SetMatrix (Matrix4x4 m) |
Use to set both matrix and inverseMatrix at the same time. | |
Public Member Functions inherited from IUpdatableGraph | |
GraphUpdateThreading | CanUpdateAsync (GraphUpdateObject o) |
void | UpdateArea (GraphUpdateObject o) |
Updates an area using the specified GraphUpdateObject. | |
void | UpdateAreaInit (GraphUpdateObject o) |
Static Public Member Functions | |
static int | CountChildren (Transform tr) |
Recursively counds children of a transform. | |
Static Public Member Functions inherited from NavGraph | |
static bool | InSearchTree (GraphNode node, Path path) |
Returns if the node is in the search tree of the path. | |
Public Attributes | |
bool | autoLinkNodes = true |
Vector3 | limits |
Max distance along the axis for a connection to be valid. | |
LayerMask | mask |
Layer mask to use for raycast. | |
float | maxDistance = 0 |
Max distance for a connection to be valid. | |
int | nodeCount |
Number of nodes in this graph. | |
PointNode[] | nodes |
All nodes in this graph. | |
bool | optimizeFor2D = false |
Optimizes for when the graph is mostly spread out in the XZ plane. | |
bool | optimizeForSparseGraph = false |
Optimizes the graph for sparse graphs. | |
bool | raycast = true |
Use raycasts to check connections. | |
bool | recursive = true |
Recursively search for childnodes to the root. | |
Transform | root |
Childs of this transform are treated as nodes. | |
string | searchTag |
If no root is set, all nodes with the tag is used as nodes. | |
bool | thickRaycast = false |
Use thick raycast. | |
float | thickRaycastRadius = 1 |
Thick raycast radius. | |
bool | use2DPhysics = false |
Use the 2D Physics API. | |
Public Attributes inherited from NavGraph | |
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 = 0 |
Matrix4x4 | inverseMatrix |
Inverse of matrix. | |
Matrix4x4 | matrix |
A matrix for translating/rotating/scaling the graph. | |
string | name |
bool | open |
Is the graph open in the editor | |
Private Member Functions | |
Int3 | WorldToLookupSpace (Int3 p) |
Private Attributes | |
Int3 | lookupCellSize |
Int3 | maxLookup |
Int3 | minLookup |
Dictionary< Int3, PointNode > | nodeLookup |
Static Private Attributes | |
static readonly Int3[] | ThreeDNeighbours |
Additional Inherited Members | |
Properties inherited from NavGraph | |
Guid | guid [get, set] |
Used as an ID of the graph, considered to be unique. | |
void AddChildren | ( | ref int | c, |
Transform | tr | ||
) |
Recursively adds childrens of a transform as nodes.
Add a node with the specified type to the graph at the specified position.
nd | This must be a node created using T(AstarPath.active) right before the call to this method. The node parameter is only there because there is no new(AstarPath) constraint on generic type parameters. |
T | : | PointNode |
void AddToLookup | ( | PointNode | node | ) |
GraphUpdateThreading CanUpdateAsync | ( | GraphUpdateObject | o | ) |
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Recursively counds children of a transform.
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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 from NavGraph.
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Returns the nearest node to a position using the specified constraint.
position | A Vector3 |
constraint | A NNConstraint |
Reimplemented from NavGraph.
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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.
Implements NavGraph.
Returns if the connection between a and b is valid.
Checks for obstructions using raycasts (if enabled) and checks for height differences.
As a bonus, it outputs the distance between the nodes too if the connection is valid
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Called after all deserialization has been done for all graphs.
Can be used to set up more graph data which is not serialized
Reimplemented from NavGraph.
void RebuildNodeLookup | ( | ) |
Rebuilds the lookup structure for nodes.
This is used when optimizeForSparseGraph is enabled.
You should call this method every time you move a node in the graph manually and you are using optimizeForSparseGraph, otherwise pathfinding might not work correctly.
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Relocates the nodes in this graph.
Assumes the nodes are translated using the "oldMatrix", then translates them according to the "newMatrix". The "oldMatrix" is not required by all implementations of this function though (e.g the NavMesh generator).
Reimplemented from NavGraph.
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Scans the graph, called from AstarPath.ScanInternal Override this function to implement custom scanning logic The statusCallback may be optionally called to show progress info in the editor
Implements NavGraph.
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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 from NavGraph.
void UpdateArea | ( | GraphUpdateObject | guo | ) |
Updates an area in the list graph.
Recalculates possibly affected connections, i.e all connectionlines passing trough the bounds of the guo will be recalculated
void UpdateAreaInit | ( | GraphUpdateObject | o | ) |
bool autoLinkNodes = true |
Vector3 limits |
Max distance along the axis for a connection to be valid.
0 = infinity
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LayerMask mask |
Layer mask to use for raycast.
float maxDistance = 0 |
Max distance for a connection to be valid.
The value 0 (zero) will be read as infinity and thus all nodes not restricted by other constraints will be added as connections.
A negative value will disable any neighbours to be added. It will completely stop the connection processing to be done, so it can save you processing power if you don't these connections.
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int nodeCount |
Number of nodes in this graph.
PointNode [] nodes |
All nodes in this graph.
Note that only the first nodeCount will be non-null.
You can also use the GetNodes method to get all nodes.
bool optimizeFor2D = false |
Optimizes for when the graph is mostly spread out in the XZ plane.
Requires optimizeForSparseGraph.
When your graph is mostly spread out in the XZ plane instead of equally in all directions, you can tick this toggle to speed up some calculations. If you do not have a graph which is spread out mostly on the XZ plane, enabling this option will most likely degrade the performance of the graph instead of improve it.
bool optimizeForSparseGraph = false |
Optimizes the graph for sparse graphs.
This can reduce calculation times for both scanning and for normal path requests by huge amounts.
You should enable this when your maxDistance and/or limits variables are set relatively low compared to the world size. It reduces the number of node-node checks that need to be done during scan, and can also optimize getting the nearest node from the graph (such as when querying for a path).
Try enabling and disabling this option, check the scan times logged when you scan the graph to see if your graph is suited for this optimization or if it makes it slower.
The gain of using this optimization increases with larger graphs, the default scan algorithm is brute force and requires O(n^2) checks, this optimization along with a graph suited for it, requires only O(n) checks during scan.
bool raycast = true |
Use raycasts to check connections.
bool recursive = true |
Recursively search for childnodes to the root.
Transform root |
Childs of this transform are treated as nodes.
string searchTag |
If no root is set, all nodes with the tag is used as nodes.
bool thickRaycast = false |
Use thick raycast.
float thickRaycastRadius = 1 |
Thick raycast radius.
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bool use2DPhysics = false |
Use the 2D Physics API.