A* Pathfinding Project  4.3.2
The A* Pathfinding Project for Unity 3D
SimulatorBurst.AgentData Struct Reference

Public Member Functions

void Dispose ()
 
void Move (int fromIndex, int toIndex)
 
void Realloc (int size, Allocator allocator)
 
void SetTarget (int agentIndex, float2 targetPoint, float desiredSpeed, float maxSpeed)
 

Public Attributes

NativeArray< float > agentTimeHorizon
 
NativeArray< RVOLayercollidesWith
 
NativeArray< float2 > collisionNormal
 
NativeArray< bool > debugDraw
 
NativeArray< float > desiredSpeed
 
NativeArray< float > elevationCoordinate
 
NativeArray< float > flowFollowingStrength
 
NativeArray< float > height
 
NativeArray< RVOLayerlayer
 
NativeArray< bool > locked
 
NativeArray< bool > manuallyControlled
 
NativeArray< int > maxNeighbours
 
NativeArray< float > maxSpeed
 
NativeArray< float > obstacleTimeHorizon
 
NativeArray< float2 > position
 
NativeArray< float > priority
 
NativeArray< float > radius
 
NativeArray< float2 > targetPoint
 

Member Function Documentation

◆ Dispose()

void Dispose ( )

◆ Move()

void Move ( int  fromIndex,
int  toIndex 
)

◆ Realloc()

void Realloc ( int  size,
Allocator  allocator 
)

◆ SetTarget()

void SetTarget ( int  agentIndex,
float2  targetPoint,
float  desiredSpeed,
float  maxSpeed 
)

Member Data Documentation

◆ agentTimeHorizon

NativeArray<float> agentTimeHorizon

◆ collidesWith

NativeArray<RVOLayer> collidesWith

◆ collisionNormal

NativeArray<float2> collisionNormal

◆ debugDraw

NativeArray<bool> debugDraw

◆ desiredSpeed

NativeArray<float> desiredSpeed

◆ elevationCoordinate

NativeArray<float> elevationCoordinate

◆ flowFollowingStrength

NativeArray<float> flowFollowingStrength

◆ height

NativeArray<float> height

◆ layer

NativeArray<RVOLayer> layer

◆ locked

NativeArray<bool> locked

◆ manuallyControlled

NativeArray<bool> manuallyControlled

◆ maxNeighbours

NativeArray<int> maxNeighbours

◆ maxSpeed

NativeArray<float> maxSpeed

◆ obstacleTimeHorizon

NativeArray<float> obstacleTimeHorizon

◆ position

NativeArray<float2> position

◆ priority

NativeArray<float> priority

◆ radius

NativeArray<float> radius

◆ targetPoint

NativeArray<float2> targetPoint

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