A* Pathfinding Project
3.8.7
The A* Pathfinding Project for Unity 3D
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Core Component for the A* Pathfinding System. More...
Core Component for the A* Pathfinding System.
This class handles all of the pathfinding system, calculates all paths and stores the info.
This class is a singleton class, meaning there should only exist at most one active instance of it in the scene.
It might be a bit hard to use directly, usually interfacing with the pathfinding system is done through the Seeker class.
Classes | |
struct | AstarWorkItem |
struct | GUOSingle |
Holds a single update that needs to be performed on a graph. More... | |
Public Types | |
enum | AstarDistribution { WebsiteDownload, AssetStore } |
Information about where the package was downloaded. More... | |
Public Member Functions | |
void | AddWorkItem (AstarWorkItem itm) |
Add a work item to be processed when pathfinding is paused. | |
void | BlockUntilPathQueueBlocked () |
Blocks until all pathfinding threads are paused and blocked. | |
void | DestroyNode (GraphNode node) |
Destroyes the given node. | |
void | EnsureValidFloodFill () |
If a WorkItem needs to have a valid flood fill during execution, call this method to ensure there are no pending flood fills. | |
void | FloodFill (GraphNode seed) |
Floodfills starting from the specified node. | |
void | FloodFill (GraphNode seed, uint area) |
Floodfills starting from 'seed' using the specified area. | |
void | FloodFill () |
Floodfills all graphs and updates areas for every node. | |
void | FlushGraphUpdates () |
Forces graph updates to complete in a single frame. | |
void | FlushThreadSafeCallbacks () |
Forces thread safe callbacks to run. | |
void | FlushWorkItems () |
Forces work items to complete in a single frame. | |
void | FlushWorkItems (bool unblockOnComplete, bool block) |
Make sure work items are executed. | |
NNInfo | GetNearest (Vector3 position) |
Returns the nearest node to a position using the specified NNConstraint. | |
NNInfo | GetNearest (Vector3 position, NNConstraint constraint) |
Returns the nearest node to a position using the specified NNConstraint. | |
NNInfo | GetNearest (Vector3 position, NNConstraint constraint, GraphNode hint) |
Returns the nearest node to a position using the specified NNConstraint. | |
GraphNode | GetNearest (Ray ray) |
Returns the node closest to the ray (slow). | |
int | GetNewNodeIndex () |
Returns a new global node index. | |
ushort | GetNextPathID () |
Returns the next free path ID. | |
string[] | GetTagNames () |
Returns tag names. | |
void | InitializeNode (GraphNode node) |
Initializes temporary path data for a node. | |
void | LogProfiler () |
void | OnApplicationQuit () |
Terminates pathfinding threads when the application quits. | |
void | QueueGraphUpdates () |
Will apply queued graph updates as soon as possible, regardless of batchGraphUpdates. | |
void | QueueWorkItemFloodFill () |
Call during work items to queue a flood fill. | |
void | ResetProfiler () |
void | ReturnPaths (bool timeSlice) |
Returns all paths in the return stack. | |
void | Scan () |
Scans all graphs. | |
void | ScanLoop (OnScanStatus statusCallback) |
Scans all graphs. | |
void | SetUpReferences () |
Internal method to make sure active is set to this object and that astarData is not null. | |
void | UpdateGraphs (Bounds bounds, float t) |
Update all graphs within bounds after t seconds. | |
void | UpdateGraphs (GraphUpdateObject ob, float t) |
Update all graphs using the GraphUpdateObject after t seconds. | |
void | UpdateGraphs (Bounds bounds) |
Update all graphs within bounds. | |
void | UpdateGraphs (GraphUpdateObject ob) |
Update all graphs using the GraphUpdateObject. | |
Static Public Member Functions | |
static int | CalculateThreadCount (ThreadCount count) |
Calculates number of threads to use. | |
static string[] | FindTagNames () |
Tries to find an AstarPath object and return tag names. | |
static void | RegisterSafeUpdate (System.Action callback, bool threadSafe) |
Will send a callback when it is safe to update nodes. | |
static void | RegisterSafeUpdate (System.Action callback) |
Will send a callback when it is safe to update nodes. | |
static void | StartPath (Path p, bool pushToFront=false) |
Puts the Path in queue for calculation. | |
static void | WaitForPath (Path p) |
Wait for the specified path to be calculated. | |
Public Attributes | |
AstarData | astarData |
Holds all graph data. | |
EuclideanEmbedding | euclideanEmbedding = new EuclideanEmbedding() |
Holds settings for heuristic optimization. | |
uint | lastUniqueAreaIndex = 0 |
The last area index which was used. | |
bool | showGraphs = false |
Shows or hides graph inspectors. | |
Static Public Attributes | |
static AstarPath | active |
Returns the active AstarPath object in the scene. | |
static readonly string | Branch = "master_Pro" |
Which branch of the A* Pathfinding Project is this release. | |
static readonly AstarDistribution | Distribution = AstarDistribution.WebsiteDownload |
Used by the editor to guide the user to the correct place to download updates. | |
static bool | isEditor = true |
Package Functions | |
void | FlushWorkItemsInternal (bool unblockOnComplete) |
Make sure work items are executed. | |
void | VerifyIntegrity () |
Does simple error checking. | |
Properties | |
NavGraph[] | graphs [get, set] |
Shortcut to Pathfinding.AstarData.graphs. | |
System.Type[] | graphTypes [get] |
See Pathfinding.AstarData. | |
bool | IsAnyGraphUpdatesQueued [get] |
Returns if any graph updates are waiting to be applied. | |
bool | isScanning [get, set] |
Set when scanning is being done. | |
static bool | IsUsingMultithreading [get] |
Returns whether or not multithreading is used. | |
static int | NumParallelThreads [get] |
Number of parallel pathfinders. | |
static System.Version | Version [get] |
The version number for the A* Pathfinding Project. | |
Private Types | |
enum | GraphUpdateOrder { GraphUpdate, FloodFill } |
Order type for updating graphs. More... | |
Private Member Functions | |
void | Awake () |
Sets up all needed variables and scans the graphs. | |
IEnumerator | DelayedGraphUpdate () |
Waits a moment with updating graphs. | |
bool | DrawUnwalkableNode (GraphNode node) |
Draws a cube at the node's position if unwalkable. | |
void | Initialize () |
Initializes various variables. | |
void | InterruptPathfinding () |
Blocks the path queue so that e.g work items can be performed. | |
void | LogPathResults (Path p) |
Prints path results to the log. | |
void | OnDestroy () |
Clears up variables and other stuff, destroys graphs. | |
void | OnDisable () |
Cleans up meshes to avoid memory leaks. | |
void | OnDrawGizmos () |
Calls OnDrawGizmos on graph generators and also OnDrawGizmosCallback. | |
void | OnGUI () |
Draws the InGame debugging (if enabled), also shows the fps if 'L' is pressed down. | |
void | PerformBlockingActions (bool force=false, bool unblockOnComplete=true) |
bool | ProcessGraphUpdates (bool force) |
Updates graphs. | |
void | ProcessGraphUpdatesAsync (System.Object _astar) |
Graph update thread. | |
int | ProcessWorkItems (bool force) |
Process graph updating work items. | |
void | QueueGraphUpdatesInternal () |
Schedules graph updates internally. | |
void | Update () |
IEnumerator | UpdateGraphsInteral (GraphUpdateObject ob, float t) |
Update all graphs using the GraphUpdateObject after t seconds. | |
Static Private Member Functions | |
static void | AstarLog (string s) |
Logs a string while taking into account logPathResults. | |
static void | AstarLogError (string s) |
Logs an error string while taking into account logPathResults. | |
static IEnumerator | CalculatePaths (System.Object _threadInfo) |
Main pathfinding method. | |
static void | CalculatePathsThreaded (System.Object _threadInfo) |
Main pathfinding method (multithreaded). | |
Private Attributes | |
Stack< GraphNode > | floodStack |
Stack used for flood-filling the graph. | |
System.Threading.AutoResetEvent | graphUpdateAsyncEvent = new System.Threading.AutoResetEvent(false) |
Queue< GraphUpdateObject > | graphUpdateQueue |
Stack containing all waiting graph update queries. | |
Queue< GUOSingle > | graphUpdateQueueAsync = new Queue<GUOSingle>() |
Queue of all async graph updates waiting to be executed. | |
Queue< GUOSingle > | graphUpdateQueueRegular = new Queue<GUOSingle>() |
Queue of all non-async graph updates waiting to be executed. | |
bool | graphUpdateRoutineRunning = false |
Thread | graphUpdateThread |
Reference to the thread which handles async graph updates. | |
bool | isRegisteredForUpdate = false |
Makes sure QueueGraphUpdates will not queue multiple graph update orders. | |
float | lastGraphUpdate = -9999F |
Time the last graph update was done. | |
ushort | nextFreePathID = 1 |
The next unused Path ID. | |
int | nextNodeIndex = 1 |
Holds the next node index which has not been used by any previous node. | |
Stack< int > | nodeIndexPool = new Stack<int>() |
Holds indices for nodes that have been destroyed. | |
ThreadControlQueue | pathQueue = new ThreadControlQueue(0) |
Holds all paths waiting to be calculated. | |
Path | pathReturnPop |
A temporary queue for paths which weren't returned due to large processing time. | |
System.Threading.ManualResetEvent | processingGraphUpdatesAsync = new System.Threading.ManualResetEvent(true) |
bool | processingWorkItems = false |
bool | queuedWorkItemFloodFill = false |
True if any work items have queued a flood fill. | |
Queue< AstarWorkItem > | workItems = new Queue<AstarWorkItem>() |
bool | workItemsQueued = false |
True if any work items are currently queued. | |
Static Private Attributes | |
static Pathfinding.Util.LockFreeStack | pathReturnStack = new Pathfinding.Util.LockFreeStack() |
Holds all paths which are waiting to be flagged as completed. | |
static readonly System.Object | safeUpdateLock = new object() |
static IEnumerator | threadEnumerator |
When no multithreading is used, the IEnumerator is stored here. | |
static PathThreadInfo[] | threadInfos = new PathThreadInfo[0] |
Holds info about each thread. | |
static Thread[] | threads |
References to each of the pathfinding threads. | |
static int | waitForPathDepth = 0 |
Inspector - Debug | |
bool | showNavGraphs = true |
Toggle for showing the gizmo debugging for the graphs in the scene view (editor only). | |
bool | showUnwalkableNodes = true |
Toggle to show unwalkable nodes. | |
GraphDebugMode | debugMode |
The mode to use for drawing nodes in the sceneview. | |
float | debugFloor = 0 |
Low value to use for certain debugMode modes. | |
float | debugRoof = 20000 |
High value to use for certain debugMode modes. | |
bool | manualDebugFloorRoof = false |
If set, the debugFloor and debugRoof values will not be automatically recalculated. | |
bool | showSearchTree = false |
If enabled, nodes will draw a line to their 'parent'. | |
float | unwalkableNodeDebugSize = 0.3F |
Size of the red cubes shown in place of unwalkable nodes. | |
PathLog | logPathResults = PathLog.Normal |
The amount of debugging messages. | |
Inspector - Settings | |
float | maxNearestNodeDistanceSqr [get] |
Max Nearest Node Distance Squared. | |
bool | limitGraphUpdates [get, set] |
Batch graph updates. | |
float | maxGraphUpdateFreq [get, set] |
Limit for how often should graphs be updated. | |
float | maxNearestNodeDistance = 100 |
Max Nearest Node Distance. | |
bool | scanOnStartup = true |
If true, all graphs will be scanned in Awake. | |
bool | fullGetNearestSearch = false |
Do a full GetNearest search for all graphs. | |
bool | prioritizeGraphs = false |
Prioritize graphs. | |
float | prioritizeGraphsLimit = 1F |
Distance limit for prioritizeGraphs. | |
AstarColor | colorSettings |
Reference to the color settings for this AstarPath object. | |
Heuristic | heuristic = Heuristic.Euclidean |
The heuristic to use. | |
float | heuristicScale = 1F |
The scale of the heuristic. | |
ThreadCount | threadCount = ThreadCount.None |
Number of pathfinding threads to use. | |
float | maxFrameTime = 1F |
Max number of milliseconds to spend each frame for pathfinding. | |
int | minAreaSize = 0 |
Defines the minimum amount of nodes in an area. | |
bool | batchGraphUpdates = false |
Throttle graph updates and batch them to improve performance. | |
float | graphUpdateBatchingInterval = 0.2F |
How often should graphs be updated. | |
string[] | tagNames = null |
Stored tag names. | |
Debug Members | |
PathHandler | debugPathData [get] |
NodeRunData from debugPath. | |
float | lastScanTime = 0F |
The time it took for the last call to Scan() to complete. | |
Path | debugPath |
The path to debug using gizmos. | |
string | inGameDebugPath |
Debug string from the last completed path. | |
Callbacks | |
static System.Action | OnAwakeSettings |
Called on Awake before anything else is done. | |
static OnGraphDelegate | OnGraphPreScan |
Called for each graph before they are scanned. | |
static OnGraphDelegate | OnGraphPostScan |
Called for each graph after they have been scanned. | |
static OnPathDelegate | OnPathPreSearch |
Called for each path before searching. | |
static OnPathDelegate | OnPathPostSearch |
Called for each path after searching. | |
static OnScanDelegate | OnPreScan |
Called before starting the scanning. | |
static OnScanDelegate | OnPostScan |
Called after scanning. | |
static OnScanDelegate | OnLatePostScan |
Called after scanning has completed fully. | |
static OnScanDelegate | OnGraphsUpdated |
Called when any graphs are updated. | |
static System.Action | On65KOverflow |
Called when pathID overflows 65536 and resets back to zero. | |
System.Action | OnDrawGizmosCallback |
Used internally to enable gizmos in editor scripts. | |
System.Action | OnUnloadGizmoMeshes |
Used internally to unload temporary meshes in the editor. | |
System.Action | OnGraphsWillBeUpdated |
System.Action | OnGraphsWillBeUpdated2 |
static System.Action | OnThreadSafeCallback |
Will send a callback when it is safe to update the nodes. | |
enum AstarDistribution |
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void AddWorkItem | ( | AstarWorkItem | itm | ) |
Add a work item to be processed when pathfinding is paused.
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Logs a string while taking into account logPathResults.
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Logs an error string while taking into account logPathResults.
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Sets up all needed variables and scans the graphs.
Calls Initialize, starts the ReturnPaths coroutine and scans all graphs. Also starts threads if using multithreading
void BlockUntilPathQueueBlocked | ( | ) |
Blocks until all pathfinding threads are paused and blocked.
A call to pathQueue.Unblock is required to resume pathfinding calculations. However in most cases you should never unblock the path queue, instead let the pathfinding scripts do that in the next update. Unblocking the queue when other tasks (e.g graph updates) are running can interfere and cause invalid graphs.
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Main pathfinding method.
This method will calculate the paths in the pathfinding queue.
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Main pathfinding method (multithreaded).
This method will calculate the paths in the pathfinding queue when multithreading is enabled.
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Calculates number of threads to use.
If count is not Automatic, simply returns count casted to an int.
If count is set to Automatic it will return a value based on the number of processors and memory for the current system. If memory is <= 512MB or logical cores are <= 1, it will return 0. If memory is <= 1024 it will clamp threads to max 2. Otherwise it will return the number of logical cores clamped to 6.
When running on WebGL this method always returns 0
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Waits a moment with updating graphs.
If batchGraphUpdates is set, we want to keep some space between them to let pathfinding threads running and then calculate all queued calls at once
void DestroyNode | ( | GraphNode | node | ) |
Destroyes the given node.
This is to be called after the node has been disconnected from the graph so that it cannot be reached from any other nodes. It should only be called during graph updates, that is when the pathfinding threads are either not running or paused.
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Draws a cube at the node's position if unwalkable.
Used for gizmo drawing
void EnsureValidFloodFill | ( | ) |
If a WorkItem needs to have a valid flood fill during execution, call this method to ensure there are no pending flood fills.
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Tries to find an AstarPath object and return tag names.
If an AstarPath object cannot be found, it returns an array of length 1 with an error message.
void FloodFill | ( | GraphNode | seed | ) |
Floodfills starting from the specified node.
void FloodFill | ( | GraphNode | seed, |
uint | area | ||
) |
Floodfills starting from 'seed' using the specified area.
void FloodFill | ( | ) |
Floodfills all graphs and updates areas for every node.
The different colored areas that you see in the scene view when looking at graphs are called just 'areas', this method calculates which nodes are in what areas.
void FlushGraphUpdates | ( | ) |
Forces graph updates to complete in a single frame.
This will force the pathfinding threads to finish calculate the path they are currently calculating (if any) and then pause. When all threads have paused, graph updates will be performed.
Will not do anything if there are no graph updates queued (not even call other callbacks).
void FlushThreadSafeCallbacks | ( | ) |
Forces thread safe callbacks to run.
This will force all thread safe callbacks to run immidiately. Or rather, it will block the Unity main thread until callbacks can be called and then issue them. This will force the pathfinding threads to finish calculate the path they are currently calculating (if any) and then pause. When all threads have paused, thread safe callbacks will be called (which can be e.g graph updates).
Will not do anything if there are no thread safe callbacks waiting to run.
void FlushWorkItems | ( | ) |
Forces work items to complete in a single frame.
void FlushWorkItems | ( | bool | unblockOnComplete, |
bool | block | ||
) |
Make sure work items are executed.
unblockOnComplete | If true, pathfinding will be allowed to start running immediately after completing all work items. |
block | If true, work items that take more than one frame to complete will be force to complete during this call. If false, then after this call there might still be work left to do. |
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Make sure work items are executed.
unblockOnComplete | If true, pathfinding will be allowed to start running immediately after completing all work items. |
NNInfo GetNearest | ( | Vector3 | position | ) |
Returns the nearest node to a position using the specified NNConstraint.
Searches through all graphs for their nearest nodes to the specified position and picks the closest one.
Using the NNConstraint.None constraint.
NNInfo GetNearest | ( | Vector3 | position, |
NNConstraint | constraint | ||
) |
Returns the nearest node to a position using the specified NNConstraint.
Searches through all graphs for their nearest nodes to the specified position and picks the closest one. The NNConstraint can be used to specify constraints on which nodes can be chosen such as only picking walkable nodes.
NNInfo GetNearest | ( | Vector3 | position, |
NNConstraint | constraint, | ||
GraphNode | hint | ||
) |
Returns the nearest node to a position using the specified NNConstraint.
Searches through all graphs for their nearest nodes to the specified position and picks the closest one. The NNConstraint can be used to specify constraints on which nodes can be chosen such as only picking walkable nodes.
GraphNode GetNearest | ( | Ray | ray | ) |
Returns the node closest to the ray (slow).
int GetNewNodeIndex | ( | ) |
Returns a new global node index.
ushort GetNextPathID | ( | ) |
Returns the next free path ID.
string [] GetTagNames | ( | ) |
Returns tag names.
Makes sure that the tag names array is not null and of length 32. If it is null or not of length 32, it creates a new array and fills it with 0,1,2,3,4 etc...
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Initializes various variables.
Sets up references , Searches for graph types, calls Awake on astarData and on all graphs
void InitializeNode | ( | GraphNode | node | ) |
Initializes temporary path data for a node.
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Blocks the path queue so that e.g work items can be performed.
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Prints path results to the log.
What it prints can be controled using logPathResults.
void LogProfiler | ( | ) |
void OnApplicationQuit | ( | ) |
Terminates pathfinding threads when the application quits.
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Clears up variables and other stuff, destroys graphs.
Note that when destroying an AstarPath object, all static variables such as callbacks will be cleared.
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Cleans up meshes to avoid memory leaks.
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Calls OnDrawGizmos on graph generators and also OnDrawGizmosCallback.
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Draws the InGame debugging (if enabled), also shows the fps if 'L' is pressed down.
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Updates graphs.
Will do some graph updates, possibly signal another thread to do them. Will only process graph updates added by QueueGraphUpdatesInternal
force | If true, all graph updates will be processed before this function returns. The return value will be True. |
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Graph update thread.
Async graph updates will be executed by this method in another thread.
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Process graph updating work items.
Process all queued work items, e.g graph updates and the likes.
void QueueGraphUpdates | ( | ) |
Will apply queued graph updates as soon as possible, regardless of batchGraphUpdates.
Calling this multiple times will not create multiple callbacks. Makes sure DoUpdateGraphs is called as soon as possible.
This function is useful if you are limiting graph updates, but you want a specific graph update to be applied as soon as possible regardless of the time limit.
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Schedules graph updates internally.
void QueueWorkItemFloodFill | ( | ) |
Call during work items to queue a flood fill.
An instant flood fill can be done via FloodFill() but this method can be used to batch several updates into one to increase performance. WorkItems which require a valid Flood Fill in their execution can call EnsureValidFloodFill to ensure that a flood fill is done if any earlier work items queued one.
Once a flood fill is queued it will be done after all WorkItems have been executed.
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Will send a callback when it is safe to update nodes.
This is defined as between the path searches. This callback will only be sent once and is nulled directly after the callback has been sent. When using more threads than one, calling this often might decrease pathfinding performance due to a lot of idling in the threads. Not performance as in it will use much CPU power, but performance as in the number of paths per second will probably go down (though your framerate might actually increase a tiny bit)
You should only call this function from the main unity thread (i.e normal game code).
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Will send a callback when it is safe to update nodes.
This is defined as between the path searches. This callback will only be sent once and is nulled directly after the callback has been sent. When using more threads than one, calling this often might decrease pathfinding performance due to a lot of idling in the threads. Not performance as in it will use much CPU power, but performance as in the number of paths per second will probably go down (though your framerate might actually increase a tiny bit)
You should only call this function from the main unity thread (i.e normal game code).
void ResetProfiler | ( | ) |
void ReturnPaths | ( | bool | timeSlice | ) |
Returns all paths in the return stack.
Paths which have been processed are put in the return stack. This function will pop all items from the stack and return them to e.g the Seeker requesting them.
timeSlice | Do not return all paths at once if it takes a long time, instead return some and wait until the next call. |
void Scan | ( | ) |
Scans all graphs.
Calling this method will recalculate all graphs in the scene. This method is pretty slow (depending on graph type and graph complexity of course), so it is advisable to use smaller graph updates whenever possible.
void ScanLoop | ( | OnScanStatus | statusCallback | ) |
void SetUpReferences | ( | ) |
Internal method to make sure active is set to this object and that astarData is not null.
Also calls OnEnable for the colorSettings and initializes astarData.userConnections if it wasn't initialized before
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Puts the Path in queue for calculation.
The callback specified when constructing the path will be called when the path has been calculated. Usually you should use the Seeker component instead of calling this function directly.
p | The path that should be put in queue for calculation |
pushToFront | If true, the path will be pushed to the front of the queue, bypassing all waiting paths and making it the next path to be calculated. This can be useful if you have a path which you want to prioritize over all others. Be careful to not overuse it though. If too many paths are put in the front of the queue often, this can lead to normal paths having to wait a very long time before being calculated. |
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void UpdateGraphs | ( | Bounds | bounds, |
float | t | ||
) |
Update all graphs within bounds after t seconds.
This function will add a GraphUpdateObject to the graphUpdateQueue. The graphs will be updated as soon as possible.
void UpdateGraphs | ( | GraphUpdateObject | ob, |
float | t | ||
) |
Update all graphs using the GraphUpdateObject after t seconds.
This can be used to, e.g make all nodes in an area unwalkable, or set them to a higher penalty.
void UpdateGraphs | ( | Bounds | bounds | ) |
Update all graphs within bounds.
This function will add a GraphUpdateObject to the graphUpdateQueue. The graphs will be updated as soon as possible.
This is equivalent to
UpdateGraphs (new GraphUpdateObject (bounds))
void UpdateGraphs | ( | GraphUpdateObject | ob | ) |
Update all graphs using the GraphUpdateObject.
This can be used to, e.g make all nodes in an area unwalkable, or set them to a higher penalty. The graphs will be updated as soon as possible (with respect to batchGraphUpdates)
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Update all graphs using the GraphUpdateObject after t seconds.
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Does simple error checking.
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Wait for the specified path to be calculated.
Normally it takes a few frames for a path to get calculated and returned. This function will ensure that the path will be calculated when this function returns and that the callback for that path has been called.
If requesting a lot of paths in one go and waiting for the last one to complete, it will calculate most of the paths in the queue (only most if using multithreading, all if not using multithreading).
Use this function only if you really need to. There is a point to spreading path calculations out over several frames. It smoothes out the framerate and makes sure requesting a large number of paths at the same time does not cause lag.
When the pathfinder is shutting down. I.e in OnDestroy, this function will not do anything.
p | The path to wait for. The path must be started, otherwise an exception will be thrown. |
Exception | if pathfinding is not initialized properly for this scene (most likely no AstarPath object exists) or if the path has not been started yet. Also throws an exception if critical errors occur such as when the pathfinding threads have crashed (which should not happen in normal cases). This prevents an infinite loop while waiting for the path. |
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AstarData astarData |
Holds all graph data.
bool batchGraphUpdates = false |
Throttle graph updates and batch them to improve performance.
If toggled, graph updates will batched and executed less often (specified by graphUpdateBatchingInterval).
This can have a positive impact on pathfinding throughput since the pathfinding threads do not need to be stopped as often, and it reduces the overhead per graph update. All graph updates are still applied however, they are just batched together so that more of them are applied at the same time.
However do not use this if you want minimal latency between a graph update being requested and it being applied. This only applies to graph updates requested using the UpdateGraphs method. Not those requested using RegisterSafeUpdate or AddWorkItem.
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Which branch of the A* Pathfinding Project is this release.
Used when checking for updates so that users of the development versions can get notifications of development updates.
AstarColor colorSettings |
Reference to the color settings for this AstarPath object.
Color settings include for example which color the nodes should be in, in the sceneview.
float debugFloor = 0 |
GraphDebugMode debugMode |
The mode to use for drawing nodes in the sceneview.
Path debugPath |
The path to debug using gizmos.
This is equal to the last path which was calculated. It is used in the editor to draw debug information using gizmos.
float debugRoof = 20000 |
High value to use for certain debugMode modes.
For example if debugMode is set to G, this value will determine when the node will be totally green.
For the penalty debug mode, the nodes will be colored green when they have a penalty of zero and red when their penalty is greater or equal to this value and something between red and green for values in between.
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Used by the editor to guide the user to the correct place to download updates.
EuclideanEmbedding euclideanEmbedding = new EuclideanEmbedding() |
Holds settings for heuristic optimization.
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Stack used for flood-filling the graph.
It is saved to minimize memory allocations.
bool fullGetNearestSearch = false |
Do a full GetNearest search for all graphs.
Additional searches will normally only be done on the graph which in the first fast search seemed to have the closest node. With this setting on, additional searches will be done on all graphs since the first check is not always completely accurate.
More technically: GetNearestForce on all graphs will be called if true, otherwise only on the one graph which's GetNearest search returned the best node.
Usually faster when disabled, but higher quality searches when enabled. When using a a navmesh or recast graph, for best quality, this setting should be combined with the Pathfinding.NavMeshGraph.accurateNearestNode setting set to true.
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float graphUpdateBatchingInterval = 0.2F |
How often should graphs be updated.
If batchGraphUpdates is true, this defines the minimum number of seconds between each graph update.
This can have a positive impact on pathfinding throughput since the pathfinding threads do not need to be stopped as often, and it reduces the overhead per graph update. All graph updates are still applied however, they are just batched together so that more of them are applied at the same time.
However do not use this if you want minimal latency between a graph update being requested and it being applied. This only applies to graph updates requested using the UpdateGraphs method. Not those requested using RegisterSafeUpdate or AddWorkItem.
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Stack containing all waiting graph update queries.
Add to this stack by using UpdateGraphs
Queue of all async graph updates waiting to be executed.
Queue of all non-async graph updates waiting to be executed.
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Reference to the thread which handles async graph updates.
Heuristic heuristic = Heuristic.Euclidean |
The heuristic to use.
The heuristic, often referred to as 'H' is the estimated cost from a node to the target. Different heuristics affect how the path picks which one to follow from multiple possible with the same length
float heuristicScale = 1F |
The scale of the heuristic.
If a smaller value than 1 is used, the pathfinder will search more nodes (slower). If 0 is used, the pathfinding will be equal to dijkstra's algorithm. If a value larger than 1 is used the pathfinding will (usually) be faster because it expands fewer nodes, but the paths might not longer be optimal
string inGameDebugPath |
Debug string from the last completed path.
Will be updated if logPathResults == PathLog.InGame
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Makes sure QueueGraphUpdates will not queue multiple graph update orders.
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Time the last graph update was done.
Used to group together frequent graph updates to batches
float lastScanTime = 0F |
The time it took for the last call to Scan() to complete.
Used to prevent automatically rescanning the graphs too often (editor only)
uint lastUniqueAreaIndex = 0 |
The last area index which was used.
Used for the FloodFill function to start flood filling with an unused area.
PathLog logPathResults = PathLog.Normal |
The amount of debugging messages.
Use less debugging to improve performance (a bit) or just to get rid of the Console spamming.
Use more debugging (heavy) if you want more information about what the pathfinding is doing.
InGame will display the latest path log using in game GUI.
bool manualDebugFloorRoof = false |
If set, the debugFloor and debugRoof values will not be automatically recalculated.
float maxFrameTime = 1F |
Max number of milliseconds to spend each frame for pathfinding.
At least 500 nodes will be searched each frame (if there are that many to search). When using multithreading this value is quite irrelevant, but do not set it too low since that could add upp to some overhead, 10ms will work good for multithreading
float maxNearestNodeDistance = 100 |
Max Nearest Node Distance.
When searching for a nearest node, this is the limit (world units) for how far away it is allowed to be.
int minAreaSize = 0 |
Defines the minimum amount of nodes in an area.
If an area has less than this amount of nodes, the area will be flood filled again with the area ID GraphNode.MaxAreaIndex-1, it shouldn't affect pathfinding in any significant way.
If you want to be able to separate areas from one another for some reason (for example to do a fast check to see if a path is at all possible) you should set this variable to 0.
Can be found in A* Inspector–>Settings–>Min Area Size
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The next unused Path ID.
Incremented for every call to GetFromPathPool
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Holds the next node index which has not been used by any previous node.
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Holds indices for nodes that have been destroyed.
To avoid trashing a lot of memory structures when nodes are frequently deleted and created, node indices are reused.
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Called when pathID overflows 65536 and resets back to zero.
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Called on Awake before anything else is done.
This is called at the start of the Awake call, right after active has been set, but this is the only thing that has been done.
Use this when you want to set up default settings for an AstarPath component created during runtime since some settings can only be changed in Awake (such as multithreading related stuff)
System.Action OnDrawGizmosCallback |
Used internally to enable gizmos in editor scripts.
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Called for each graph after they have been scanned.
All other graphs might not have been scanned yet.
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Called for each graph before they are scanned.
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Called when any graphs are updated.
Register to for example recalculate the path whenever a graph changes.
System.Action OnGraphsWillBeUpdated |
System.Action OnGraphsWillBeUpdated2 |
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Called after scanning has completed fully.
This is called as the last thing in the Scan function.
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Called for each path after searching.
Be careful when using multithreading since this will be called from a different thread.
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Called for each path before searching.
Be careful when using multithreading since this will be called from a different thread.
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Called after scanning.
This is called before applying links, flood-filling the graphs and other post processing.
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Called before starting the scanning.
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Will send a callback when it is safe to update the nodes.
Register to this with RegisterThreadSafeNodeUpdate When it is safe is defined as between the path searches. This callback will only be sent once and is nulled directly after the callback is sent.
System.Action OnUnloadGizmoMeshes |
Used internally to unload temporary meshes in the editor.
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Holds all paths waiting to be calculated.
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A temporary queue for paths which weren't returned due to large processing time.
When some time limit is exceeded in ReturnPaths, paths are put in this queue until the next frame.
Paths contain a member called 'next', so this actually forms a linked list.
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Holds all paths which are waiting to be flagged as completed.
bool prioritizeGraphs = false |
Prioritize graphs.
Graphs will be prioritized based on their order in the inspector. The first graph which has a node closer than prioritizeGraphsLimit will be chosen instead of searching all graphs.
float prioritizeGraphsLimit = 1F |
Distance limit for prioritizeGraphs.
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True if any work items have queued a flood fill.
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bool scanOnStartup = true |
If true, all graphs will be scanned in Awake.
This does not include loading from the cache. If you disable this, you will have to call AstarPath.active.Scan () yourself to enable pathfinding. Alternatively you could load a saved graph from a file.
bool showGraphs = false |
Shows or hides graph inspectors.
Used internally by the editor
bool showNavGraphs = true |
Toggle for showing the gizmo debugging for the graphs in the scene view (editor only).
bool showSearchTree = false |
If enabled, nodes will draw a line to their 'parent'.
This will show the search tree for the latest path.
bool showUnwalkableNodes = true |
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Stored tag names.
ThreadCount threadCount = ThreadCount.None |
Number of pathfinding threads to use.
Multithreading puts pathfinding in another thread, this is great for performance on 2+ core computers since the framerate will barely be affected by the pathfinding at all.
It is recommended that you use one of the "Auto" settings that are available. The reason is that even if your computer might be beefy and have 8 cores. Other computers might only be quad core or dual core in which case they will not benefit from more than 1 or 3 threads respectively (you usually want to leave one core for the unity thread). If you use more threads than the number of cores on the computer it is mostly just wasting memory, it will not run any faster. The extra memory usage is not trivially small. Each thread needs to keep a small amount of data for each node in all the graphs. It is not the full graph data but it is proportional to the number of nodes. The automatic settings will inspect the machine it is running on and use that to determine the number of threads so that no memory is wasted.
The exception is if you only have one (or maybe two characters) active at time. Then you should probably just go with one thread always since it is very unlikely that you will need the extra throughput given by more threads. Keep in mind that more threads primarily increases throughput by calculating different paths on different threads, it will not calculate individual paths any faster.
Note that if you are modifying the pathfinding core scripts or if you are directly modifying graph data without using any of the safe wrappers (like RegisterSafeUpdate) multithreading can cause strange errors and pathfinding stopping to work if you are not careful. For basic usage (not modding the pathfinding core) it should be safe.
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When no multithreading is used, the IEnumerator is stored here.
When no multithreading is used, a coroutine is used instead. It is not directly called with StartCoroutine but a separate function has just a while loop which increments the main IEnumerator. This is done so other functions can step the thread forward at any time, without having to wait for Unity to update it.
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Holds info about each thread.
The first item will hold information about the pathfinding coroutine when not using multithreading.
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References to each of the pathfinding threads.
float unwalkableNodeDebugSize = 0.3F |
Size of the red cubes shown in place of unwalkable nodes.
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True if any work items are currently queued.
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Shortcut to Pathfinding.AstarData.graphs.
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Returns if any graph updates are waiting to be applied.
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Set when scanning is being done.
It will be true up until the FloodFill is done. Used to better support Graph Update Objects called for example in OnPostScan
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Returns whether or not multithreading is used.
System.Exception | Is thrown when it could not be decided if multithreading was used or not. This should not happen if pathfinding is set up correctly. |
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Batch graph updates.
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Limit for how often should graphs be updated.
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Max Nearest Node Distance Squared.
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Number of parallel pathfinders.
Returns the number of concurrent processes which can calculate paths at once. When using multithreading, this will be the number of threads, if not using multithreading it is always 1 (since only 1 coroutine is used).
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The version number for the A* Pathfinding Project.