Quadtree for quick nearest neighbour search of rvo agents.
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Quadtree for quick nearest neighbour search of rvo agents.
- See also
- Pathfinding.RVO.Simulator
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JobBuild | BuildJob (NativeArray< float2 > agentPositions, NativeArray< float > agentSpeeds, NativeArray< float > agentRadii, int numAgents) |
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void | DebugDraw () |
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void | DebugDraw (int nodeIndex, float2 nodeMin, float2 nodeMax) |
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void | Dispose () |
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float | QueryArea (float2 position, float radius) |
| Find the total agent area inside the circle at position with the given radius. More...
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float | QueryAreaRec (int treeNodeIndex, float2 p, float radius, float2 nodeMin, float2 nodeMax) |
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void | QueryKNearest (QuadtreeQuery query, NativeArray< int > result, NativeArray< float > resultDistances) |
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void | QueryRec (ref QuadtreeQuery query, int treeNodeIndex, float2 nodeMin, float2 nodeMax, NativeArray< int > result, NativeArray< float > resultDistances, ref float maxRadius) |
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void | Reserve (int minSize) |
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◆ BuildJob()
JobBuild BuildJob |
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NativeArray< float2 > |
agentPositions, |
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NativeArray< float > |
agentSpeeds, |
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NativeArray< float > |
agentRadii, |
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int |
numAgents |
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) |
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◆ DebugDraw() [1/2]
◆ DebugDraw() [2/2]
void DebugDraw |
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int |
nodeIndex, |
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float2 |
nodeMin, |
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float2 |
nodeMax |
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) |
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◆ Dispose()
◆ InnerNodeCountUpperBound()
static int InnerNodeCountUpperBound |
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int |
numAgents | ) |
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static |
◆ QueryArea()
float QueryArea |
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float2 |
position, |
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float |
radius |
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Find the total agent area inside the circle at position with the given radius.
◆ QueryAreaRec()
float QueryAreaRec |
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int |
treeNodeIndex, |
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float2 |
p, |
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float |
radius, |
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float2 |
nodeMin, |
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float2 |
nodeMax |
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) |
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◆ QueryKNearest()
void QueryKNearest |
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QuadtreeQuery |
query, |
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NativeArray< int > |
result, |
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NativeArray< float > |
resultDistances |
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) |
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◆ QueryRec()
void QueryRec |
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ref QuadtreeQuery |
query, |
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int |
treeNodeIndex, |
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float2 |
nodeMin, |
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float2 |
nodeMax, |
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NativeArray< int > |
result, |
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NativeArray< float > |
resultDistances, |
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ref float |
maxRadius |
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) |
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◆ Reserve()
void Reserve |
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int |
minSize | ) |
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◆ agentPositions
NativeArray<float2> agentPositions |
◆ agentRadii
NativeArray<float> agentRadii |
◆ agents
◆ BitPackingMask
◆ BitPackingShift
const int BitPackingShift = 15 |
◆ boundingBoxBuffer
NativeArray<float2> boundingBoxBuffer |
◆ childPointers
NativeArray<int> childPointers |
◆ LeafNodeBit
const int LeafNodeBit = 1 << 30 |
◆ LeafSize
◆ MaxAgents
◆ MaxDepth
◆ maxRadius
NativeArray<float> maxRadius |
◆ maxSpeeds
NativeArray<float> maxSpeeds |
◆ nodeAreas
NativeArray<float> nodeAreas |
◆ numAgents
◆ bounds
The documentation for this struct was generated from the following file:
- /Users/arong/Unity/a-pathfinding-project/Assets/AstarPathfindingProject/Core/RVO/RVOQuadtreeBurst.cs