A* Pathfinding Project
4.3.8
The A* Pathfinding Project for Unity 3D
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Calculates the grid connections for a set of nodes. More...
Calculates the grid connections for a set of nodes.
This is a IJobParallelForBatch job. Calculating the connections in multiple threads is faster but due to hyperthreading (used on most intel processors) the individual threads will become slower. It is still worth it though.
Public Member Functions | |
void | Execute (int start, int count) |
bool | IsValidConnection (float4 nodePosA, float4 nodeNormalA, int nodeB, float4 up) |
Check if a connection to node B is valid. More... | |
Public Attributes | |
bool | allowBoundsChecks => false |
IntRect | bounds |
bool | cutCorners |
float | maxStepHeight |
bool | maxStepUsesSlope |
NumNeighbours | neighbours |
NativeArray< int > | nodeConnections |
All bitpacked node connections. More... | |
NativeArray< float4 > | nodeNormals |
NativeArray< Vector3 > | nodePositions |
NativeArray< bool > | nodeWalkable |
Vector3 | up |
Normalized up direction. More... | |
bool | use2D |
Additional Inherited Members | |
Properties inherited from IJobParallelForBatched | |
bool | allowBoundsChecks [get] |
void Execute | ( | int | start, |
int | count | ||
) |
Implements IJobParallelForBatched.
bool IsValidConnection | ( | float4 | nodePosA, |
float4 | nodeNormalA, | ||
int | nodeB, | ||
float4 | up | ||
) |
Check if a connection to node B is valid.
Node A is assumed to be walkable already
bool allowBoundsChecks => false |
IntRect bounds |
bool cutCorners |
float maxStepHeight |
bool maxStepUsesSlope |
NumNeighbours neighbours |
NativeArray<int> nodeConnections |
All bitpacked node connections.
NativeArray<float4> nodeNormals |
NativeArray<Vector3> nodePositions |
NativeArray<bool> nodeWalkable |
Vector3 up |
Normalized up direction.
bool use2D |