Binary heap implementation.
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Binary heap implementation.
Binary heaps are really fast for ordering nodes in a way that makes it possible to get the node with the lowest F score. Also known as a priority queue.
This has actually been rewritten as a d-ary heap (by default a 4-ary heap) for performance, but it's the same principle.
- See Also
- http://en.wikipedia.org/wiki/Binary_heap
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https://en.wikipedia.org/wiki/D-ary_heap
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const int | D = 4 |
| Number of children of each node in the tree.
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float | growthFactor = 2 |
| The tree will grow by at least this factor every time it is expanded.
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int | numberOfItems |
| Number of items in the tree.
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Tuple[] | binaryHeap |
| Internal backing array for the tree.
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const bool | SortGScores = true |
| Sort nodes by G score if there is a tie when comparing the F score.
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Rebuilds the heap by trickeling down all items.
Usually called after the hTarget on a path has been changed
Returns the node with the lowest F score from the heap.
void SetF |
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F |
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Internal backing array for the tree.
The tree will grow by at least this factor every time it is expanded.
Number of items in the tree.
const bool SortGScores = true |
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Sort nodes by G score if there is a tie when comparing the F score.
The documentation for this class was generated from the following file:
- /Users/arong/Unity/a-pathfinding-project/Assets/AstarPathfindingProject/Core/Misc/BinaryHeap.cs