A* Pathfinding Project
4.3.8
The A* Pathfinding Project for Unity 3D
Todo List
Class
AstarDebugger
Add field showing how many graph updates are being done right now
Member
AstarPath.showSearchTree
Add a showOnlyLastPath flag to indicate whether to draw every node or only the ones visited by the latest path.
Member
IAgent.FlowFollowingStrength
Add video
Member
JobHorizonAvoidancePhase1.Sort< T >
(NativeSlice< T > arr, NativeSlice< float > keys)
This will be replaced by a better implementation from the Unity.Collections library when that is stable.
Member
LegacyAIPath.CalculateTargetPoint
(Vector3 p, Vector3 a, Vector3 b)
This function uses .magnitude quite a lot, can it be optimized?
Member
PathUtilities.GetPointsAroundPoint
(Vector3 center,
IRaycastableGraph
g, List< Vector3 > previousPoints, float radius, float clearanceRadius)
Write unit tests
Class
SimpleSmoothModifier
Make the smooth modifier take the world geometry into account when smoothing
Member
TriangleMeshNode.SurfaceArea
()
This is the area in XZ space, use full 3D space for higher correctness maybe?
Member
VectorMath.RaySegmentIntersectXZ
(
Int3
start1,
Int3
end1,
Int3
start2,
Int3
end2)
Double check that this actually works
Member
VectorMath.SqrDistancePointSegmentApproximate
(
Int3
a,
Int3
b,
Int3
p)
Is this actually approximate? It looks exact.
Member
VectorMath.SqrDistancePointSegmentApproximate
(int x, int z, int px, int pz, int qx, int qz)
Is this actually approximate? It looks exact.
Member
Voxelize.ErodeVoxels
(int radius)
Complete the ErodeVoxels function translation
Member
Voxelize.MaxRegions
: Check up on this variable
Generated on Tue Oct 22 2019 23:57:11 for A* Pathfinding Project by
1.8.14