A* Pathfinding Project
4.1.15
The A* Pathfinding Project for Unity 3D
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Simplifies paths on navmesh graphs using the funnel algorithm. More...
Simplifies paths on navmesh graphs using the funnel algorithm.
The funnel algorithm is an algorithm which can, given a path corridor with nodes in the path where the nodes have an area, like triangles, it can find the shortest path inside it. This makes paths on navmeshes look much cleaner and smoother.
The funnel modifier also works on grid graphs however since it only simplifies the paths within the nodes which the original path visited it may not always simplify the path as much as you would like it to. The RaycastModifier can be a better fit for grid graphs.
Public Member Functions | |
override void | Apply (Path p) |
Called for each path that the Seeker calculates after the calculation has finished. More... | |
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virtual void | PreProcess (Path path) |
Public Attributes | |
bool | splitAtEveryPortal |
Insert a vertex every time the path crosses a portal instead of only at the corners of the path. More... | |
bool | unwrap = true |
Determines if twists and bends should be straightened out before running the funnel algorithm. More... | |
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Seeker | seeker |
Properties | |
override int | Order [get] |
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abstract int | Order [get] |
Modifiers will be executed from lower order to higher order. More... | |
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int | Order [get] |
Additional Inherited Members | |
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virtual void | OnDisable () |
virtual void | OnEnable () |
Alerts the Seeker that this modifier exists. More... | |
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virtual void | Awake () |
virtual int | OnUpgradeSerializedData (int version, bool unityThread) |
Handle serialization backwards compatibility. More... | |
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virtual |
Called for each path that the Seeker calculates after the calculation has finished.
Implements MonoModifier.
bool splitAtEveryPortal |
Insert a vertex every time the path crosses a portal instead of only at the corners of the path.
The resulting path will have exactly one vertex per portal if this is enabled. This may introduce vertices with the same position in the output (esp. in corners where many portals meet).
bool unwrap = true |
Determines if twists and bends should be straightened out before running the funnel algorithm.
If the unwrap option is disabled the funnel will simply be projected onto the XZ plane. If the unwrap option is enabled then the funnel may be oriented arbitrarily and may have twists and bends. This makes it possible to support the funnel algorithm in XY space as well as in more complicated cases, such as on curved worlds.
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