PathMover enables intelligent autonomous movement of material handling units along complex path networks. More...

Public Member Functions | |
void | OnSourceCreated () |
void | Stop () |
void | Start () |
void | Stop (bool stop) |
void | Block (bool blocked) |
void | SelectNextPath (PathMover pathMover, ref List< SimulationPath > Pathes) |
void | StationEntered (BaseStation station) |
void | StationWorkStarting (BaseStation station) |
void | StationWorkFinished (BaseStation station) |
void | StationExit (BaseStation station) |
void | SetPosition (float Positon) |
void | ReleaseFromPathEnd () |
void | SetToPath (SimulationPath NewPath, float SetPositon) |
void | SetVelocity (float Velocity) |
void | OnCreated () |
bool | TryMoveNext () |
void | RemoveFromPath () |
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void | PreStartSim () |
Is called by the realvirtualController before the component is started. | |
void | StartSim () |
Is called by the realvirtualController to start or stop the component. | |
void | StopSim () |
Vector3 | DirectionToVector (DIRECTION direction) |
Transfers the direction enumeration to a vector. | |
DIRECTION | VectorToDirection (bool torotatoin, Vector3 vector) |
Transfers a vector to the direction enumeration. | |
float | GetLocalScale (Transform thetransform, DIRECTION direction) |
List< BehaviorInterfaceConnection > | UpdateConnectionInfo () |
List< Signal > | GetConnectedSignals () |
void | SetVisibility (bool visibility) |
Sets the visibility of this object including all subobjects. | |
List< BehaviorInterfaceConnection > | GetConnections () |
List< Signal > | GetSignals () |
GameObject | GetChildByName (string name) |
Gets a child by name. | |
List< GameObject > | GetChildsByName (string name) |
Gets all child by name. | |
GameObject | GetChildByNameAlsoHidden (string name) |
List< GameObject > | GetAllMeshesWithGroup (string group) |
List< GameObject > | GetAllWithGroup (string group) |
List< GameObject > | GetAllWithGroups (List< string > groups) |
List< GameObject > | GetAllMeshesWithGroups (List< string > groups) |
List< string > | GetMyGroups () |
List< GameObject > | GetMeshesWithSameGroups () |
List< GameObject > | GetAllWithSameGroups () |
MeshRenderer | GetMeshRenderer () |
Gets the mesh renderers in the childrens. | |
void | SetCollider (bool enabled) |
sets the collider in all child objects | |
void | ErrorMessage (string message) |
Displays an error message. | |
void | ChangeConnectionMode (bool isconnected) |
void | Log (string message) |
Logs a message. | |
void | Log (string message, object obj) |
Logs a message with a relation to an object. | |
void | Warning (string message, object obj) |
Logs a warinng with a relation to an object. | |
void | Error (string message, object obj) |
Logs an error with a relation to an object. | |
void | Error (string message) |
Logs an error. | |
GameObject | DebugPosition (string debugname, Vector3 position, Quaternion quaternation, float scale) |
Displays a gizmo for debugging positions. | |
void | SetFreezePosition (bool enabled) |
Freezes all child components to the current poosition. | |
void | SetRbConstraints (RigidbodyConstraints constraints) |
virtual void | AwakeAlsoDeactivated () |
Public Attributes | |
SimulationPath | CreateOnPath |
bool | LeavePath |
bool | AlignWithPath |
true if the chainelement needs to align with the chain tangent while moving | |
float | Distance |
float | DistanceSides |
float | AngleSide |
bool | DrawRay |
Vector3 | AlignVector |
additinal rotation for the alignment | |
BaseStation | CurrentStation |
current station the path mover is in | |
BaseStation | CurrentStationWorking |
contains a value, when the current station starts working on the path mover | |
bool | IsStopping |
true when the path mover slow down to stop | |
bool | IsStarting |
true when the path mover accelerate to target speed | |
bool | IsStopped |
true, if the path mover fully stopped | |
bool | IsBlocked |
true, if the path mover is blocked | |
bool | IsOnPathEnd |
true, if the path mover freach the end of a path | |
SimulationPath | Path |
Drive where the chain is connected to. | |
float | Position |
Current position of this chain element. | |
List< SimulationPath > | NextPathes |
SimulationPathEvent | OnPathEntered |
< contains the following path of the path mover | |
SimulationPathEvent | OnPathEnd |
Event when the path mover reach the end a path. | |
SimulationPathEvent | OnPathExit |
Event when the path mover leaves a path. | |
SimulationPathEvent | OnStopping |
Event when the path mover start slowing down to stop. | |
SimulationPathEvent | OnStopped |
Event when the path mover fully stops. | |
SimulationPathEvent | OnStart |
Event when the path mover start accelerate. | |
SimulationPathEvent | OnFullyStartd |
Event when the path mover reach target speed. | |
SimulationPathEvent | OnBlocked |
Event when the path mover is blocked. | |
SimulationStationEvent | OnStationEntered |
Event when the path mover enter a station. | |
SimulationStationEvent | OnStationWorkStarting |
Event when the path mover start working within a station. | |
SimulationStationEvent | OnStationWorkFinished |
Event when the path mover finished working within a station. | |
SimulationStationEvent | OnStationExit |
Event when the path mover leave a station. | |
MU | Mu |
Loaded MU. | |
float | EnteringStationDistance |
Distance between pre- and main stopper of the current station. | |
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string | Name |
The name of the component if it should be different from the GameObject name. | |
ActiveOnly | Active |
GameObject | FromTemplate |
realvirtualController | realvirtualController |
bool | HideNonG44Components |
bool | SceneIsAdditive |
bool | ForceStop |
Protected Member Functions | |
override void | OnStopSim () |
override void | OnStartSim () |
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bool | hidename () |
bool | hideactiveonly () |
virtual void | OnPreStartSim () |
MU | GetTopOfMu (GameObject obj) |
Gets the top of an MU component (the first MU script going up in the hierarchy) | |
void | InitGame4Automation () |
Initialiates the components and gets the reference to the realvirtualController in the scene. | |
virtual void | AfterAwake () |
void | Awake () |
Additional Inherited Members | |
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enum | ActiveOnly { Always , Connected , Disconnected , Never , DontChange } |
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static bool | DirectionIsLinear (DIRECTION direction) |
Gets back if the direction is linear or a rotation. | |
Detailed Description
PathMover enables intelligent autonomous movement of material handling units along complex path networks.
This component transforms MUs into smart transport entities that navigate through SimulationPath networks, automatically following routes, responding to station commands, and making decisions at path junctions. Features collision detection for traffic management, configurable alignment behavior for realistic movement, and comprehensive event system for integration with production control systems and MES interfaces. Essential for implementing AGV systems, overhead transport, pallet conveyor networks, and flexible routing in modern smart factory and Industry 4.0 applications.
Member Function Documentation
◆ OnSourceCreated()
void realvirtual.PathMover.OnSourceCreated | ( | ) |
Implements realvirtual.ISourceCreated.
◆ OnStartSim()
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protectedvirtual |
Reimplemented from realvirtual.realvirtualBehavior.
◆ OnStopSim()
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protectedvirtual |
Reimplemented from realvirtual.realvirtualBehavior.
◆ SelectNextPath()
void realvirtual.PathMover.SelectNextPath | ( | PathMover | pathMover, |
ref List< SimulationPath > | Pathes | ||
) |
Implements realvirtual.ISelectNextPath.
Member Data Documentation
◆ AlignVector
Vector3 realvirtual.PathMover.AlignVector |
additinal rotation for the alignment
◆ AlignWithPath
bool realvirtual.PathMover.AlignWithPath |
true if the chainelement needs to align with the chain tangent while moving
◆ CurrentStation
BaseStation realvirtual.PathMover.CurrentStation |
current station the path mover is in
◆ CurrentStationWorking
BaseStation realvirtual.PathMover.CurrentStationWorking |
contains a value, when the current station starts working on the path mover
◆ EnteringStationDistance
float realvirtual.PathMover.EnteringStationDistance |
Distance between pre- and main stopper of the current station.
◆ IsBlocked
bool realvirtual.PathMover.IsBlocked |
true, if the path mover is blocked
◆ IsOnPathEnd
bool realvirtual.PathMover.IsOnPathEnd |
true, if the path mover freach the end of a path
◆ IsStarting
bool realvirtual.PathMover.IsStarting |
true when the path mover accelerate to target speed
◆ IsStopped
bool realvirtual.PathMover.IsStopped |
true, if the path mover fully stopped
◆ IsStopping
bool realvirtual.PathMover.IsStopping |
true when the path mover slow down to stop
◆ Mu
MU realvirtual.PathMover.Mu |
Loaded MU.
◆ OnBlocked
SimulationPathEvent realvirtual.PathMover.OnBlocked |
Event when the path mover is blocked.
◆ OnFullyStartd
SimulationPathEvent realvirtual.PathMover.OnFullyStartd |
Event when the path mover reach target speed.
◆ OnPathEnd
SimulationPathEvent realvirtual.PathMover.OnPathEnd |
Event when the path mover reach the end a path.
◆ OnPathEntered
SimulationPathEvent realvirtual.PathMover.OnPathEntered |
< contains the following path of the path mover
Event when the path mover enter a path
◆ OnPathExit
SimulationPathEvent realvirtual.PathMover.OnPathExit |
Event when the path mover leaves a path.
◆ OnStart
SimulationPathEvent realvirtual.PathMover.OnStart |
Event when the path mover start accelerate.
◆ OnStationEntered
SimulationStationEvent realvirtual.PathMover.OnStationEntered |
Event when the path mover enter a station.
◆ OnStationExit
SimulationStationEvent realvirtual.PathMover.OnStationExit |
Event when the path mover leave a station.
◆ OnStationWorkFinished
SimulationStationEvent realvirtual.PathMover.OnStationWorkFinished |
Event when the path mover finished working within a station.
◆ OnStationWorkStarting
SimulationStationEvent realvirtual.PathMover.OnStationWorkStarting |
Event when the path mover start working within a station.
◆ OnStopped
SimulationPathEvent realvirtual.PathMover.OnStopped |
Event when the path mover fully stops.
◆ OnStopping
SimulationPathEvent realvirtual.PathMover.OnStopping |
Event when the path mover start slowing down to stop.
◆ Path
SimulationPath realvirtual.PathMover.Path |
Drive where the chain is connected to.
◆ Position
float realvirtual.PathMover.Position |
Current position of this chain element.