Link Search Menu Expand Document

Edges Pathfinding

PCGEx | Pathfinding : Edges

Find paths connecting seeds to goals.

The Edges Pathfinding mode …


Vtx
Endpoints of the input Edges
Edges
Edges associated with the input Vtxs
Seeds
Seed points
Goals
Goal points
Heuristics
🝰 Heuristics nodes that will be used by the pathfinding search algorithm
Paths
A point collection per path found

Table of content


The Edges Pathfinding node connects goal points to seed points. Contrary to the Plot Edges Pathfinding, this node uses an external module (Goal Picker) to match seeds and goal, and cannot generate closed paths; it only supports A to B (many of them as well).

details/pathfinding/pathfinding-edges-lead.png


Properties


Property Description
Goal Picker The module that will be used to interpret and manipulate goals and seeds inputs.
Each module has individual settings and documentation – See Available Goal Pickers.
Property Description
Plot inclusiong
Add Seed to Path Prepends the seed position at the beginning of the output path.
This will create a point with the position of the seed.
Add Goal to Path Appends the goal position at the end of the output path.
This will create a point with the position of the goal.
Path Composition Whether the output paths are made from Vtx or Edges points.
Picking
Seed Picking Lets you control how the seed node (Vtx) will be picked based on the provided seed position.
Goal Picking Lets you control how the goal node (Vtx) will be picked based on the provided goal position.
Search Algorithm Let you pick which ⊚ Search algorithm to use to resolve pathfinding.

Modules

Available 🝓 Goal Pickers modules


🝓 Default

Match seeds to goals at the same index.

The Default picker …

🝓 Random

Match seeds to goals at a random index.

The Random picker …

🝓 Goal from Attribute

Match seed with goals picked at an attribute-specified index.

The Goal from Attribute picker …


Available 🝰 Heuristics modules


🝰 Heuristic Attribute

Attribute-driven heuristics

The Attribute heuristics uses custom point or edge value as raw score.

🝰 Shortest Distance

Favor shortest distance.

The Shortest Distance heuristic node …

🝰 Feedback

Favor uncharted points & edges.

The Feedback heuristic add/remove score value to points & edges that are “in use” by other previously computed paths.

🝰 Inertia

Favor active direction preservation.

The Inertia heuristic uses the ongoing traversal data to try and maintain a consistent direction, as if the algorithm had “inertia”.

🝰 Steepness

Favor flat trajectories.

The Steepness heuristic uses the edge angle against an up vector to compute a dot product that is used to determine whether the edge should be considered flat or not.

🝰 Azimuth

Favor edges directed toward the goal.

The Azimuth heuristic attempt to force the path to always aim toward the goal.

🝰 Least Nodes

Favor traversing the least amount of nodes.

The Least Nodes heuristic favor node count traversal over anything else.


Available ⊚ Search modules


Dijkstra

Dijkstra’s Algorithm

Dijkstra’s Algorithm implementation.

A* Star

A* Algorithm

A* Algorithm implementation.