A* Pathfinding Project  4.3.2
The A* Pathfinding Project for Unity 3D
JobCalculateConnections Struct Reference

Calculates the grid connections for a single node. More...

Detailed Description

Calculates the grid connections for a single node.

Note that to ensure that connections are completely up to date after updating a node you have to calculate the connections for both the changed node and its neighbours.

In a layered grid graph, this will recalculate the connections for all nodes in the (x,z) cell (it may have multiple layers of nodes).

See also
CalculateConnections(GridNodeBase)

Public Member Functions

void Execute ()
 
bool IsValidConnection (float4 nodeAPosition, int nodeB, float4 up)
 Check if a connection to node B is valid. More...
 

Public Attributes

IntRect bounds
 
bool cutCorners
 
float maxClimb
 
NumNeighbours neighbours
 
NativeArray< int > neighbourXOffsets
 
NativeArray< int > neighbourZOffsets
 
NativeArray< Vector3 > nodePositions
 
NativeArray< bool > nodeWalkable
 
NativeArray< int > outNodeConnections
 
Vector3 up
 
bool use2D
 

Member Function Documentation

◆ Execute()

void Execute ( )

◆ IsValidConnection()

bool IsValidConnection ( float4  nodeAPosition,
int  nodeB,
float4  up 
)

Check if a connection to node B is valid.

Node A is assumed to be walkable already

Member Data Documentation

◆ bounds

IntRect bounds

◆ cutCorners

bool cutCorners

◆ maxClimb

float maxClimb

◆ neighbours

NumNeighbours neighbours

◆ neighbourXOffsets

NativeArray<int> neighbourXOffsets

◆ neighbourZOffsets

NativeArray<int> neighbourZOffsets

◆ nodePositions

NativeArray<Vector3> nodePositions

◆ nodeWalkable

NativeArray<bool> nodeWalkable

◆ outNodeConnections

NativeArray<int> outNodeConnections

◆ up

Vector3 up

◆ use2D

bool use2D

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