A* Pathfinding Project  4.3.7
The A* Pathfinding Project for Unity 3D
MovementUtilities Class Reference

Static Public Member Functions

static Vector2 CalculateAccelerationToReachPoint (Vector2 deltaPosition, Vector2 targetVelocity, Vector2 currentVelocity, float forwardsAcceleration, float rotationSpeed, float maxSpeed, Vector2 forwardsVector)
 Calculate an acceleration to move deltaPosition units and get there with approximately a velocity of targetVelocity. More...
 
static Vector2 ClampVelocity (Vector2 velocity, float maxSpeed, float speedLimitFactor, bool slowWhenNotFacingTarget, bool preventMovingBackwards, Vector2 forward)
 Clamps the velocity to the max speed and optionally the forwards direction. More...
 
static float FilterRotationDirection (ref Vector2 state, ref Vector2 state2, Vector2 deltaPosition, float threshold, float deltaTime)
 

Member Function Documentation

◆ CalculateAccelerationToReachPoint()

static Vector2 CalculateAccelerationToReachPoint ( Vector2  deltaPosition,
Vector2  targetVelocity,
Vector2  currentVelocity,
float  forwardsAcceleration,
float  rotationSpeed,
float  maxSpeed,
Vector2  forwardsVector 
)
static

Calculate an acceleration to move deltaPosition units and get there with approximately a velocity of targetVelocity.

◆ ClampVelocity()

static Vector2 ClampVelocity ( Vector2  velocity,
float  maxSpeed,
float  speedLimitFactor,
bool  slowWhenNotFacingTarget,
bool  preventMovingBackwards,
Vector2  forward 
)
static

Clamps the velocity to the max speed and optionally the forwards direction.

Parameters
velocityDesired velocity of the character. In world units per second.
maxSpeedMax speed of the character. In world units per second.
speedLimitFactorValue between 0 and 1 which determines how much slower the character should move than normal. Normally 1 but should go to 0 when the character approaches the end of the path.
slowWhenNotFacingTargetSlow the character down if the desired velocity is not in the same direction as the forward vector.
preventMovingBackwardsPrevent the velocity from being too far away from the forward direction of the character.
forwardForward direction of the character. Used together with the slowWhenNotFacingTarget parameter.

Note that all vectors are 2D vectors, not 3D vectors.

Returns
The clamped velocity in world units per second.

◆ FilterRotationDirection()

static float FilterRotationDirection ( ref Vector2  state,
ref Vector2  state2,
Vector2  deltaPosition,
float  threshold,
float  deltaTime 
)
static

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