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 dary heap (by default a 4ary heap) for performance, but it's the same principle.
 See Also
 http://en.wikipedia.org/wiki/Binary_heap

https://en.wikipedia.org/wiki/Dary_heap

float  growthFactor = 2 
 The tree will grow by at least this factor every time it is expanded.


int  numberOfItems 
 Number of items in the tree.



Tuple[]  binaryHeap 
 Internal backing array for the tree.


const int  D = 4 
 Number of children of each node in the tree.


const bool  SortGScores = true 
 Sort nodes by G score if there is a tie when comparing the F score.


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 
( 
int 
i, 


uint 
f 

) 
 

package 
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 

private 
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/apathfindingproject/Assets/AstarPathfindingProject/Core/Misc/BinaryHeap.cs