A* Pathfinding Project  4.0.8
The A* Pathfinding Project for Unity 3D
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Properties Events Macros Groups Pages
FloodPathTracer Class Reference

Traces a path created with the Pathfinding.FloodPath. More...

Detailed Description

Traces a path created with the Pathfinding.FloodPath.

See Pathfinding.FloodPath for examples on how to use this path type

A* Pro Feature:
This is an A* Pathfinding Project Pro feature only. This function/class/variable might not exist in the Free version of the A* Pathfinding Project or the functionality might be limited
The Pro version can be bought here

Public Member Functions

 FloodPathTracer ()
 Default constructor.
 
void Trace (GraphNode from)
 Traces the calculated path from the start node to the end.
 
- Public Member Functions inherited from ABPath
 ABPath ()
 Default constructor.
 

Static Public Member Functions

static FloodPathTracer Construct (Vector3 start, FloodPath flood, OnPathDelegate callback=null)
 
- Static Public Member Functions inherited from ABPath
static ABPath Construct (Vector3 start, Vector3 end, OnPathDelegate callback=null)
 Construct a path with a start and end point.
 

Protected Member Functions

override void CalculateStep (long targetTick)
 Calculates the path until completed or until the time has passed targetTick.
 
override void Initialize ()
 Initializes the path.
 
override void Reset ()
 Reset all values to their default values.
 
void Setup (Vector3 start, FloodPath flood, OnPathDelegate callback)
 
- Protected Member Functions inherited from ABPath
override void Cleanup ()
 Always called after the path has been calculated.
 
virtual void CompletePathIfStartIsValidTarget ()
 Checks if the start node is the target and complete the path if that is the case.
 
virtual bool EndPointGridGraphSpecialCase (GraphNode closestWalkableEndNode)
 Applies a special case for grid nodes.
 
override void Prepare ()
 Prepares the path.
 
void UpdateStartEnd (Vector3 start, Vector3 end)
 Sets the start and end points.
 
void Setup (Vector3 start, Vector3 end, OnPathDelegate callbackDelegate)
 
- Protected Member Functions inherited from Path
void DebugStringPrefix (PathLog logMode, System.Text.StringBuilder text)
 Writes text shared for all overrides of DebugString to the string builder.
 
void DebugStringSuffix (PathLog logMode, System.Text.StringBuilder text)
 Writes text shared for all overrides of DebugString to the string builder.
 
virtual void OnEnterPool ()
 Called when the path enters the pool.
 
void PrepareBase (PathHandler pathHandler)
 Prepares low level path variables for calculation.
 
virtual void ReturnPath ()
 Calls callback to return the calculated path.
 
virtual void Trace (PathNode from)
 Traces the calculated path from the end node to the start.
 

Protected Attributes

FloodPath flood
 Reference to the FloodPath which searched the path originally.
 
- Protected Attributes inherited from ABPath
int[] endNodeCosts
 Saved original costs for the end node.
 
PathNode partialBestTarget
 Current best target for the partial path.
 
- Protected Attributes inherited from Path
PathNode currentR
 The node currently being processed.
 
bool hasBeenReset
 True if the Reset function has been called.
 
Int3 hTarget
 Target to use for H score calculations.
 
GraphNode hTargetNode
 Target to use for H score calculation.
 
int[] internalTagPenalties
 The tag penalties that are actually used.
 
int[] manualTagPenalties
 Tag penalties set by other scripts.
 
PathHandler pathHandler
 Data for the thread calculating this path.
 
int searchedNodes
 Number of nodes this path has searched.
 

Properties

override bool hasEndPoint [get]
 
- Properties inherited from ABPath
virtual bool hasEndPoint [get]
 Determines if a search for an end node should be done.
 
- Properties inherited from Path
PathCompleteState CompleteState [get, set]
 Current state of the path.
 
bool error [get]
 If the path failed, this is true.
 
string errorLog [get]
 Log messages with info about any errors.
 
virtual bool FloodingPath [get]
 True for paths that want to search all nodes and not jump over nodes as optimizations.
 
PathHandler IPathInternals. PathHandler [get]
 
ushort pathID [get, set]
 ID of this path.
 
PathState PipelineState [get, set]
 Returns the state of the path in the pathfinding pipeline.
 
bool IPathInternals. Pooled [get, set]
 True if the path is currently pooled.
 
bool recycled [get]
 True if the path is currently recycled (i.e in the path pool).
 
int[] tagPenalties [get, set]
 Penalties for each tag.
 
- Properties inherited from IPathInternals
PathHandler PathHandler [get]
 
bool Pooled [get, set]
 

Additional Inherited Members

- Public Attributes inherited from ABPath
bool calculatePartial
 Calculate partial path if the target node cannot be reached.
 
GraphNode endNode
 End node of the path.
 
Vector3 endPoint
 End point of the path.
 
Vector3 originalEndPoint
 End Point exactly as in the path request.
 
Vector3 originalStartPoint
 Start Point exactly as in the path request.
 
Int3 startIntPoint
 Start point in integer coordinates.
 
GraphNode startNode
 Start node of the path.
 
Vector3 startPoint
 Start point of the path.
 
- Package Functions inherited from ABPath
override string DebugString (PathLog logMode)
 Returns a debug string for this path.
 
override uint GetConnectionSpecialCost (GraphNode a, GraphNode b, uint currentCost)
 May be called by graph nodes to get a special cost for some connections.
 
- Package Attributes inherited from Path
float duration
 How long it took to calculate this path in milliseconds.
 
Path next
 Internal linked list implementation.
 

Constructor & Destructor Documentation

Default constructor.

Do not use this. Instead use the static Construct method which can handle path pooling.

Member Function Documentation

override void CalculateStep ( long  targetTick)
protectedvirtual

Calculates the path until completed or until the time has passed targetTick.

Usually a check is only done every 500 nodes if the time has passed targetTick. Time/Ticks are got from System.DateTime.UtcNow.Ticks.

Basic outline of what the function does for the standard path (Pathfinding.ABPath).

while the end has not been found and no error has ocurred
check if we have reached the end
if so, exit and return the path
open the current node, i.e loop through its neighbours, mark them as visited and put them on a heap
check if there are still nodes left to process (or have we searched the whole graph)
if there are none, flag error and exit
pop the next node of the heap and set it as current
check if the function has exceeded the time limit
if so, return and wait for the function to get called again

Reimplemented from ABPath.

static FloodPathTracer Construct ( Vector3  start,
FloodPath  flood,
OnPathDelegate  callback = null 
)
static
override void Initialize ( )
protectedvirtual

Initializes the path.

Traces the path from the start node.

Reimplemented from ABPath.

override void Reset ( )
protectedvirtual

Reset all values to their default values.

All inheriting path types must implement this function, resetting ALL their variables to enable recycling of paths. Call this base function in inheriting types with base.Reset ();

Reimplemented from ABPath.

void Setup ( Vector3  start,
FloodPath  flood,
OnPathDelegate  callback 
)
protected
void Trace ( GraphNode  from)

Traces the calculated path from the start node to the end.

This will build an array (path) of the nodes this path will pass through and also set the vectorPath array to the path arrays positions. This implementation will use the flood (FloodPath) to trace the path from precalculated data.

Member Data Documentation

FloodPath flood
protected

Reference to the FloodPath which searched the path originally.

Property Documentation

override bool hasEndPoint
getprotected

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