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A* Pathfinding Project
4.0.0
The A* Pathfinding Project for Unity 3D
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| Smooth Camera Following | |
| Moves an object along a spline | |
| Example script used in the example scenes | |
| RVO Example Scene Unit Controller | |
| Lightweight RVO Circle Example | |
| RichAI for local space (pathfinding on moving graphs) | |
| AI controller specifically made for the spider robot | |
| Small sample script for placing obstacles | |
| Demos different path types | |
| Example script for generating an infinite procedural world | |
| Places ROV agents in circles | |
| Example movement script for using RVO | |
| AI for following paths | |
| Advanced AI for navmesh based graphs | |
| RVO Character Controller | |
| Local avoidance related classes | |
| Internal agent for the RVO system | |
| Velocity Obstacle | |
| Very simple list | |
| Exposes properties of an Agent class | |
| ORCA Line | |
| One vertex in an obstacle | |
| RVO Character Controller | |
| Adds a navmesh as RVO obstacles | |
| Base class for simple RVO colliders | |
| Quadtree for quick nearest neighbour search of rvo agents | |
| Node in a quadtree for storing RVO agents | |
| Unity front end for an RVO simulator | |
| Square Obstacle for RVO Simulation | |
| Local Avoidance Simulator | |
| Handles low level serialization and deserialization of graph settings and data | |
| Metadata for all graphs included in serialization | |
| Holds information passed to custom graph serializers | |
| Holds settings for how graphs should be serialized | |
| A very tiny json deserializer | |
| A very tiny json serializer | |
| Lightweight Array Pool | |
| Calculates checksums of byte arrays | |
| Defines a transformation from graph space to world space | |
| Holds a lookup datastructure to quickly find objects inside rectangles | |
| Simple implementation of a GUID | |
| Transforms to and from world space to a 2D movement plane | |
| Generic 3D coordinate transformation | |
| Lightweight List Pool | |
| Implements a lock free multiple producer - single consumer stack for the Path object | |
| Various utilities for handling arrays and memory | |
| Lightweight object Pool for IAstarPooledObject | |
| Lightweight object Pool | |
| Interpolates along a sequence of points | |
| Helper for drawing Gizmos in a performant way | |
| Helper for drawing gizmos | |
| Combines hashes into a single hash value | |
| Lightweight Stack Pool | |
| Utility class for updating tiles of navmesh/recast graphs | |
| Internal class describing a single NavmeshCut | |
| Internal class representing a mesh which is the result of the CutPoly method | |
| A template for a single tile in a navmesh/recast graph | |
| CompactVoxelCell used for recast graphs | |
| CompactVoxelSpan used for recast graphs | |
| Represents a mesh | |
| Represents a mesh which will be rasterized | |
| Various utilities for voxel rasterization | |
| Stores a voxel field | |
| VoxelCell used for recast graphs | |
| VoxelContour used for recast graphs | |
| VoxelContourSet used for recast graphs | |
| Voxelizer for recast graphs | |
| VoxelMesh used for recast graphs | |
| Utility for clipping polygons | |
| VoxelSpan used for recast graphs | |
| Basic path, finds the shortest path from A to B | |
| Ending condition which emulates the default one for the ABPath | |
| Smoothing by dividing path into turns and straight segments | |
| Constant turning speed | |
| Type of turn | |
| Represents a turn in a path | |
| Abstract turn constructor | |
| Applies penalty to the paths it processes telling other units to avoid choosing the same path | |
| Stores editor colors | |
| Stores the navigation graphs for the A* Pathfinding System | |
| Debugger for the A* Pathfinding Project | |
| Utility functions for working with numbers and strings | |
| Contains various spline functions | |
| Handles update checking for the A* Pathfinding Project | |
| Axis Aligned Bounding Box Tree | |
| Binary heap implementation | |
| Item in the heap | |
| Represents a connection to another node | |
| Finds all nodes within a specified distance from the start | |
| Added to editors of custom graph types | |
| Helper for drawing debug information for the recast graph | |
| Attach this script to any obstacle with a collider to enable dynamic updates of the graphs around it | |
| Handles fading effects and also some custom GUI functions such as LayerMaskField | |
| Target is found when the path is longer than a specified value | |
| Ending condition which stops a fixed distance from the target point | |
| Implements heuristic optimizations | |
| Editor helper for hiding and showing a group of GUI elements | |
| Returns a path heading away from a specified point to avoid | |
| Floods the area completely for easy computation of any path to a single point | |
| Restrict suitable nodes by if they have been searched by a FloodPath | |
| Traces a path created with the Pathfinding.FloodPath | |
| Implements the funnel algorithm as well as various related methods | |
| Funnel in which the path to the target will be | |
| Part of a path | |
| Simplifies paths on navmesh graphs using the funnel algorithm | |
| Handles collision checking for graphs | |
| Defined here only so non-editor classes can use the target field | |
| Returned by graph ray- or linecasts containing info about the hit | |
| GraphModifier is used for modifying graphs or processing graph data based on events | |
| Represents a collection of settings used to update nodes in a specific region of a graph | |
| Holds a single update that needs to be performed on a graph | |
| Helper class for easily updating graphs | |
| Editor for GraphUpdateScene | |
| Defines a shape for a Pathfinding.GraphUpdateObject | |
| Contains useful functions for updating graphs | |
| Contains useful functions for visualizing graphs | |
| Generates a grid of nodes | |
| Used for using a texture as a source for a grid graph | |
| Node used for the GridGraph | |
| Base class for GridNode and LevelGridNode | |
| Simple GUI utility functions | |
| Two Dimensional Integer Coordinate Pair | |
| Holds a coordinate in integers | |
| Integer Rectangle | |
| Used for hiding internal methods of the Path class | |
| Base for all path modifiers | |
| Provides additional traversal information to a path request | |
| Graphs which can be updated during runtime | |
| Interface to expose a subset of the WorkItemProcessor functionality | |
| Grid Graph, supports layered worlds | |
| GraphUpdateObject with more settings for the LayerGridGraph | |
| Describes a single node for the LayerGridGraph | |
| Internal class used by the LayerGridGraph | |
| Helper for Pathfinding.Examples.LocalSpaceRichAI | |
| Base class for path modifiers which can be attached to GameObjects | |
| A path which searches from one point to a number of different targets in one search or from a number of different start points to a single target | |
| Base class for all graphs | |
| Adds new geometry to a recast graph | |
| Base class for RecastGraph and NavMeshGraph | |
| Attach to any GameObject and the object will be clamped to the navmesh | |
| Navmesh cutting is used for fast recast graph updates | |
| Generates graphs based on navmeshes | |
| Nearest node constraint | |
| Result of a nearest node query | |
| Internal result of a nearest node query | |
| Connects two nodes with a direct connection | |
| Connects two nodes via two intermediate point nodes | |
| Connects two TriangleMeshNodes (recast/navmesh graphs) as if they had shared an edge | |
| Helper for enabling or disabling compiler directives | |
| Base class for all path types | |
| Customized ending condition for a path | |
| Handles thread specific path data | |
| Base class for path modifiers which are not attached to GameObjects | |
| A special NNConstraint which can use different logic for the start node and end node in a path | |
| Stores temporary node data for a single pathfinding request | |
| Pools path objects to reduce load on the garbage collector | |
| Pools path objects to reduce load on the garbage collector | |
| Prevents pathfinding from running while held | |
| Holds info about one pathfinding thread | |
| Contains useful functions for working with paths and nodes | |
| Basic point graph | |
| Represents a collection of GraphNodes | |
| Node used for the PointGraph | |
| Utility functions for working with polygons, lines, and other vector math | |
| Progress info for e.g a progressbar | |
| Radius path modifier for offsetting paths | |
| Finds a path in a random direction from the start node | |
| Simplifies a path using raycasting | |
| Axis Aligned Bounding Box Tree | |
| Automatically generates navmesh graphs based on world geometry | |
| Editor for the RecastGraph | |
| Explicit mesh object for recast graphs | |
| Updates the recast tile(s) it is in at start, needs RecastTileUpdateHandler | |
| Helper for easier fast updates to recast graphs | |
| Pruning of recast navmesh regions | |
| Advanced AI for navmesh based graphs | |
| Modifier which smooths the path | |
| Adjusts start and end points of a path | |
| Holds a tagmask | |
| Moves the target in example scenes | |
| Queue of paths to be processed by the system | |
| Helper for navmesh cut objects | |
| Node represented by a triangle | |
| Helper class to keep track of references to GameObjects | |
| Various vector math utility functions | |
| Base class for all components in the package | |
| Similar to Queue<T> but allows random access | |
| Extended Path | |
| Linearly interpolating movement script | |
| AI for following paths | |
| Core component for the A* Pathfinding System | |
| Manager for blocker scripts such as SingleNodeBlocker | |
| Blocks nodes according to a BlockManager | |
| Player controlled character which RVO agents will avoid | |
| Moves a grid graph to follow a target | |
| Handles path calls for a single unit | |
| Blocks single nodes in a graph | |