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    A* Pathfinding Project
    3.6.6
    
   The A* Pathfinding Project for Unity 3D 
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Handles collision checking for graphs. More...
Handles collision checking for graphs.
Mostly used by grid based graphs
Public Member Functions | |
| bool | Check (Vector3 position) | 
| Returns if the position is obstructed.   | |
| Vector3 | CheckHeight (Vector3 position) | 
| Returns the position with the correct height.   | |
| Vector3 | CheckHeight (Vector3 position, out RaycastHit hit, out bool walkable) | 
| Returns the position with the correct height.   | |
| RaycastHit[] | CheckHeightAll (Vector3 position) | 
| Returns all hits when checking height for position.   | |
| void | DeserializeSettings (GraphSerializationContext ctx) | 
| void | Initialize (Matrix4x4 matrix, float scale) | 
| Sets up several variables using the specified matrix and scale.   | |
| Vector3 | Raycast (Vector3 origin, out RaycastHit hit, out bool walkable) | 
| Same as CheckHeight, except that the raycast will always start exactly at origin.   | |
| void | SerializeSettings (GraphSerializationContext ctx) | 
Public Attributes | |
| bool | collisionCheck = true | 
| Toggle collision check.   | |
| float | collisionOffset = 0 | 
| float | diameter = 1F | 
| Diameter of capsule or sphere when checking for collision.   | |
| float | fromHeight = 100 | 
| The height to check from when checking height.   | |
| float | height = 2F | 
| Height of capsule or length of ray when checking for collision.   | |
| bool | heightCheck = true | 
| Toggle height check.   | |
| LayerMask | heightMask = -1 | 
| Layer mask to use for height check.   | |
| LayerMask | mask | 
| Layer mask to use for collision check.   | |
| const float | RaycastErrorMargin = 0.005F | 
| Offset to apply after each raycast to make sure we don't hit the same point again in CheckHeightAll.   | |
| RayDirection | rayDirection = RayDirection.Both | 
| Direction of the ray when checking for collision.   | |
| bool | thickRaycast = false | 
| Toggles thick raycast.   | |
| float | thickRaycastDiameter = 1 | 
| Diameter of the thick raycast in nodes.   | |
| ColliderType | type = ColliderType.Capsule | 
| Collision shape to use.   | |
| bool | unwalkableWhenNoGround = true | 
| Make nodes unwalkable when no ground was found with the height raycast.   | |
| Vector3 | up | 
| Direction to use as UP.   | |
| bool | use2D = false | 
| Use Unity 2D Physics API.   | |
Private Attributes | |
| float | finalRadius | 
| diameter * scale * 0.5.   | |
| float | finalRaycastRadius | 
| thickRaycastDiameter * scale * 0.5.   | |
| Vector3 | upheight | 
| up * height.   | |
| bool Check | ( | Vector3 | position | ) | 
Returns if the position is obstructed.
If collisionCheck is false, this will always return true.
 
| Vector3 CheckHeight | ( | Vector3 | position | ) | 
Returns the position with the correct height.
If heightCheck is false, this will return position.
 
| Vector3 CheckHeight | ( | Vector3 | position, | 
| out RaycastHit | hit, | ||
| out bool | walkable | ||
| ) | 
Returns the position with the correct height.
If heightCheck is false, this will return position.
 walkable will be set to false if nothing was hit. The ray will check a tiny bit further than to the grids base to avoid floating point errors when the ground is exactly at the base of the grid 
| RaycastHit [] CheckHeightAll | ( | Vector3 | position | ) | 
Returns all hits when checking height for position.
| void DeserializeSettings | ( | GraphSerializationContext | ctx | ) | 
| void Initialize | ( | Matrix4x4 | matrix, | 
| float | scale | ||
| ) | 
Sets up several variables using the specified matrix and scale.
| Vector3 Raycast | ( | Vector3 | origin, | 
| out RaycastHit | hit, | ||
| out bool | walkable | ||
| ) | 
Same as CheckHeight, except that the raycast will always start exactly at origin.
walkable will be set to false if nothing was hit. The ray will check a tiny bit further than to the grids base to avoid floating point errors when the ground is exactly at the base of the grid
| void SerializeSettings | ( | GraphSerializationContext | ctx | ) | 
| bool collisionCheck = true | 
Toggle collision check.
| float collisionOffset = 0 | 
| float diameter = 1F | 
      
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| float fromHeight = 100 | 
The height to check from when checking height.
| float height = 2F | 
Height of capsule or length of ray when checking for collision.
If type is set to Sphere, this does not affect anything
| bool heightCheck = true | 
Toggle height check.
If false, the grid will be flat
| LayerMask heightMask = -1 | 
Layer mask to use for height check.
| LayerMask mask | 
Layer mask to use for collision check.
This should only contain layers of objects defined as obstacles
| const float RaycastErrorMargin = 0.005F | 
Offset to apply after each raycast to make sure we don't hit the same point again in CheckHeightAll.
| RayDirection rayDirection = RayDirection.Both | 
Direction of the ray when checking for collision.
If type is not Ray, this does not affect anything
| bool thickRaycast = false | 
Toggles thick raycast.
| float thickRaycastDiameter = 1 | 
Diameter of the thick raycast in nodes.
1 equals nodeSize
| ColliderType type = ColliderType.Capsule | 
Collision shape to use.
| bool unwalkableWhenNoGround = true | 
Make nodes unwalkable when no ground was found with the height raycast.
If height raycast is turned off, this doesn't affect anything.
| Vector3 up | 
Direction to use as UP.
      
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  private | 
| bool use2D = false | 
Use Unity 2D Physics API.