A* Pathfinding Project
3.8
The A* Pathfinding Project for Unity 3D
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Member
AIPath.CalculateTargetPoint
(Vector3 p, Vector3 a, Vector3 b)
This function uses .magnitude quite a lot, can it be optimized?
Class
AstarDebugger
Add field showing how many graph updates are being done right now
Member
AstarPath.graphUpdateAsyncEvent
Should be signaled in OnDestroy
Member
AstarPath.showSearchTree
Add a showOnlyLastPath flag to indicate whether to draw every node or only the ones visited by the latest path.
Member
EditorGUILayoutx.editor
Ugly, rewrite this class at some point...
Member
GraphNode.RecalculateConnectionCosts
()
Use interface?
Member
GridGraph.CalculateConnections
(GridNode node)
Test this function, should work ok, but you never know
Class
LockFreeStack
Add SINGLE_THREAD_OPTIMIZE define
Member
NavGraph.CountNodes
()
GridGraph should override this
Member
Polygon.IntersectionFactorRaySegment
(Int3 start1, Int3 end1, Int3 start2, Int3 end2)
Double check that this actually works
Class
RVONavmesh
Support for grid based graphs will be added in future versions
Class
SimpleSmoothModifier
Make the smooth modifier take the world geometry into account when smoothing
Member
VectorMath.RaySegmentIntersectXZ
(Int3 start1, Int3 end1, Int3 start2, Int3 end2)
Double check that this actually works
Member
VectorMath.SqrDistancePointSegmentApproximate
(Int3 a, Int3 b, Int3 p)
Is this actually approximate? It looks exact.
Member
VectorMath.SqrDistancePointSegmentApproximate
(int x, int z, int px, int pz, int qx, int qz)
Is this actually approximate? It looks exact.
Member
Voxelize.ErodeVoxels
(int radius)
Complete the ErodeVoxels function translation
Member
Voxelize.MaxRegions
: Check up on this variable
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