A* Pathfinding Project  4.0.7
The A* Pathfinding Project for Unity 3D
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Properties Events Macros Groups Pages
RichFunnel Class Reference

Public Member Functions

 RichFunnel ()
 
void BuildFunnelCorridor (List< GraphNode > nodes, int start, int end)
 Build a funnel corridor from a node list slice.
 
Vector3 ClampToNavmesh (Vector3 position)
 Clamps the position to the navmesh and repairs the path if the agent has moved slightly outside it.
 
void FindWalls (List< Vector3 > wallBuffer, float range)
 Fill wallBuffer with all navmesh wall segments close to the current position.
 
RichFunnel Initialize (RichPath path, NavGraph graph)
 Works like a constructor, but can be used even for pooled objects.
 
override void OnEnterPool ()
 
Vector3 Update (Vector3 position, List< Vector3 > buffer, int numCorners, out bool lastCorner, out bool requiresRepath)
 Find the next points to move towards and clamp the position to the navmesh.
 

Public Attributes

Vector3 exactEnd
 
Vector3 exactStart
 
bool funnelSimplification = true
 Post process the funnel corridor or not.
 

Properties

TriangleMeshNode CurrentNode [get]
 
float DistanceToEndOfPath [get]
 Approximate distance (as the crow flies) to the endpoint of this path part.
 

Private Member Functions

bool CheckForDestroyedNodes ()
 True if any node in the path is destroyed.
 
bool ClampToNavmeshInternal (ref Vector3 position)
 Searches for the node the agent is inside.
 
bool ClampToNavmeshInternalFull (ref Vector3 position)
 
bool FindNextCorners (Vector3 origin, int startIndex, List< Vector3 > funnelPath, int numCorners, out bool lastCorner)
 
void FindWalls (int nodeIndex, List< Vector3 > wallBuffer, Vector3 position, float range)
 
void SimplifyPath (IRaycastableGraph graph, List< GraphNode > nodes, int start, int end, List< GraphNode > result, Vector3 startPoint, Vector3 endPoint)
 Simplifies a funnel path using linecasting.
 
void UpdateFunnelCorridor (int splitIndex, TriangleMeshNode prefix)
 Split funnel at node index splitIndex and throw the nodes up to that point away and replace with prefix.
 

Private Attributes

int checkForDestroyedNodesCounter
 
int currentNode
 
Vector3 currentPosition
 
NavGraph graph
 
readonly List< Vector3 > left
 
List< TriangleMeshNodenodes
 
RichPath path
 
readonly List< Vector3 > right
 
int[] triBuffer = new int[3]
 

Constructor & Destructor Documentation

Member Function Documentation

void BuildFunnelCorridor ( List< GraphNode nodes,
int  start,
int  end 
)

Build a funnel corridor from a node list slice.

The nodes are assumed to be of type TriangleMeshNode.

Parameters
nodesNodes to build the funnel corridor from
startStart index in the nodes list
endEnd index in the nodes list, this index is inclusive
bool CheckForDestroyedNodes ( )
private

True if any node in the path is destroyed.

Vector3 ClampToNavmesh ( Vector3  position)

Clamps the position to the navmesh and repairs the path if the agent has moved slightly outside it.

You should not call this method with anything other than the agent's position.

bool ClampToNavmeshInternal ( ref Vector3  position)
private

Searches for the node the agent is inside.

This will also clamp the position to the navmesh and repair the funnel cooridor if the agent moves slightly outside it.

Assumes the check for if the position is inside nodes[currentNode] has already been done.

Returns
True if nodes along the path have been destroyed so that a path recalculation is required
bool ClampToNavmeshInternalFull ( ref Vector3  position)
private
bool FindNextCorners ( Vector3  origin,
int  startIndex,
List< Vector3 >  funnelPath,
int  numCorners,
out bool  lastCorner 
)
private
void FindWalls ( List< Vector3 >  wallBuffer,
float  range 
)

Fill wallBuffer with all navmesh wall segments close to the current position.

A wall segment is a node edge which is not shared by any other neighbour node, i.e an outer edge on the navmesh.

void FindWalls ( int  nodeIndex,
List< Vector3 >  wallBuffer,
Vector3  position,
float  range 
)
private
RichFunnel Initialize ( RichPath  path,
NavGraph  graph 
)

Works like a constructor, but can be used even for pooled objects.

Returns this for easy chaining

override void OnEnterPool ( )
virtual

Implements RichPathPart.

void SimplifyPath ( IRaycastableGraph  graph,
List< GraphNode nodes,
int  start,
int  end,
List< GraphNode result,
Vector3  startPoint,
Vector3  endPoint 
)
private

Simplifies a funnel path using linecasting.

Running time is roughly O(n^2 log n) in the worst case (where n = end-start) Actually it depends on how the graph looks, so in theory the actual upper limit on the worst case running time is O(n*m log n) (where n = end-start and m = nodes in the graph) but O(n^2 log n) is a much more realistic worst case limit.

Requires graph to implement IRaycastableGraph

Vector3 Update ( Vector3  position,
List< Vector3 >  buffer,
int  numCorners,
out bool  lastCorner,
out bool  requiresRepath 
)

Find the next points to move towards and clamp the position to the navmesh.

Parameters
positionThe position of the agent.
bufferWill be filled with up to numCorners points which are the next points in the path towards the target.
numCornersSee buffer.
lastCornerTrue if the buffer contains the end point of the path.
requiresRepathTrue if nodes along the path have been destroyed and a path recalculation is necessary.
Returns
The position of the agent clamped to make sure it is inside the navmesh.
void UpdateFunnelCorridor ( int  splitIndex,
TriangleMeshNode  prefix 
)
private

Split funnel at node index splitIndex and throw the nodes up to that point away and replace with prefix.

Used when the AI has happened to get sidetracked and entered a node outside the funnel.

Member Data Documentation

int checkForDestroyedNodesCounter
private
int currentNode
private
Vector3 currentPosition
private
Vector3 exactEnd
Vector3 exactStart
bool funnelSimplification = true

Post process the funnel corridor or not.

NavGraph graph
private
readonly List<Vector3> left
private
List<TriangleMeshNode> nodes
private
RichPath path
private
readonly List<Vector3> right
private
int [] triBuffer = new int[3]
private

Property Documentation

TriangleMeshNode CurrentNode
get
float DistanceToEndOfPath
get

Approximate distance (as the crow flies) to the endpoint of this path part.

See Also
exactEnd

The documentation for this class was generated from the following file: