SimulationPath provides intelligent path-based transport routing for material handling units in automation systems. More...

Public Member Functions | |
virtual void | DrawPath () |
virtual void | AttachTo (SimulationPath path) |
void | OnMyStartSnapped (SimulationPath path) |
void | OnMyStartUnsnapped (SimulationPath path) |
void | OnMyEndSnapped (SimulationPath path) |
void | OnMyEndUnsnapped (SimulationPath path) |
void | TransportableEntered (PathMover trans) |
void | TransportableOnEnd (PathMover trans) |
void | TransportableExit (PathMover trans) |
void | CheckSnapping () |
void | ClearConnections () |
void | AttachPathLine (string path, GameObject attachto) |
void | AttachPathCurve (string path, GameObject attachto) |
void | CheckSnap () |
void | Connect (SnapPoint ownSnapPoint, SnapPoint snapPointMate, ISnapable mateObject, bool ismoved) |
void | Disconnect (SnapPoint snapPoint, SnapPoint snapPointMate, ISnapable Mateobj, bool ismoved) |
void | Modify () |
void | AttachTo (SnapPoint attachto) |
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float | GetLength () |
Gets the length of the path. | |
Vector3 | GetPosition (float normalizedposition, ref BasePath currentpath) |
Gets the position in World coordinates of the path at the defined normalized position. | |
Vector3 | GetDirection (float normalizedposition) |
Gets the tangent of the pat at the defined normalized position. | |
Vector3 | GetLocalDirection (float normalizedposition) |
Gets the direction tangent in local coordinate system. | |
Vector3 | GetAbsPosition (float abspositon, ref BasePath currentpath) |
Gets the position in global coordinate system at absolute position (in meters) at the path. | |
Vector3 | GetAbsDirection (float abspositon) |
Gets the direction tangent in global coordinate system at absolute position (in meters) at the path. | |
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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 | |
Drive | Drive |
drive used on the simulation path | |
bool | DriveNotNull |
PathStrategy | PathStrategy |
Path strategy which defines the behavior at certain path events. | |
List< SimulationPath > | Predecessors |
List of predecessors, is filled automatically. | |
List< SimulationPath > | Successors |
List of successors, is filled automatically. | |
SimulationPathEvent | OnPathEntered |
List with methods called when a path mover enter the path. | |
SimulationPathEvent | OnPathEnd |
List with methods called when a path mover reach the end of a path. | |
SimulationPathEvent | OnPathExit |
List with methods called when a path mover exit the path. | |
float | Length |
Length of the path. | |
bool | ShowPathOnSimulation |
Boolean specifying whether the path is visible during runtime or not. | |
float | Thickness |
Thickness of the simulation path. | |
Material | MaterialPath |
Material of the simulation path. | |
float | SizeDirectionArrow |
Size of the direction arrow in the center of the path. | |
GameObject | StartPoint |
GameObject | EndPoint |
bool | EnableSnap |
bool | movedlocally |
bool | transformposchanged |
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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 | |
virtual void | LengthChanged () |
void | SetStartTo0 () |
void | DrawArrows () |
void | BaseReset () |
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bool | hidename () |
bool | hideactiveonly () |
virtual void | OnStopSim () |
virtual void | OnPreStartSim () |
virtual void | OnStartSim () |
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 () |
Protected Attributes | |
LineRenderer | Linerenderer |
bool | blockdraw |
Arrow | _startarrow |
Arrow | _endarrow |
Properties | |
Vector3 | LocalStartPos [get, set] |
Vector3 | LocalEndPos [get, set] |
Vector3 | StartPos [get, set] |
Vector3 | EndPos [get, set] |
OnSnappedEvent | OnSnapped [get, set] |
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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
SimulationPath provides intelligent path-based transport routing for material handling units in automation systems.
This abstract class implements sophisticated path networks where MUs (Material Units) follow predefined routes through production facilities, warehouses, and assembly lines. Features automatic path snapping for network building, customizable path strategies for decision making at junctions, and event-driven control for station integration. Supports both linear and curved path segments with seamless transitions, enabling complex intralogistics scenarios like AGV routes, overhead conveyor systems, and flexible manufacturing system layouts.
Member Function Documentation
◆ AttachTo()
void realvirtual.SimulationPath.AttachTo | ( | SnapPoint | attachto | ) |
Implements realvirtual.ISnapable.
◆ CheckSnap()
void realvirtual.SimulationPath.CheckSnap | ( | ) |
Implements realvirtual.ISnapable.
◆ Connect()
void realvirtual.SimulationPath.Connect | ( | SnapPoint | ownSnapPoint, |
SnapPoint | snapPointMate, | ||
ISnapable | mateObject, | ||
bool | ismoved | ||
) |
Implements realvirtual.ISnapable.
◆ Disconnect()
void realvirtual.SimulationPath.Disconnect | ( | SnapPoint | snapPoint, |
SnapPoint | snapPointMate, | ||
ISnapable | Mateobj, | ||
bool | ismoved | ||
) |
Implements realvirtual.ISnapable.
◆ Modify()
void realvirtual.SimulationPath.Modify | ( | ) |
Implements realvirtual.ISnapable.
Member Data Documentation
◆ Drive
Drive realvirtual.SimulationPath.Drive |
drive used on the simulation path
◆ Length
float realvirtual.SimulationPath.Length |
Length of the path.
◆ MaterialPath
Material realvirtual.SimulationPath.MaterialPath |
Material of the simulation path.
◆ OnPathEnd
SimulationPathEvent realvirtual.SimulationPath.OnPathEnd |
List with methods called when a path mover reach the end of a path.
◆ OnPathEntered
SimulationPathEvent realvirtual.SimulationPath.OnPathEntered |
List with methods called when a path mover enter the path.
◆ OnPathExit
SimulationPathEvent realvirtual.SimulationPath.OnPathExit |
List with methods called when a path mover exit the path.
◆ PathStrategy
PathStrategy realvirtual.SimulationPath.PathStrategy |
Path strategy which defines the behavior at certain path events.
◆ Predecessors
List<SimulationPath> realvirtual.SimulationPath.Predecessors |
List of predecessors, is filled automatically.
◆ ShowPathOnSimulation
bool realvirtual.SimulationPath.ShowPathOnSimulation |
Boolean specifying whether the path is visible during runtime or not.
◆ SizeDirectionArrow
float realvirtual.SimulationPath.SizeDirectionArrow |
Size of the direction arrow in the center of the path.
◆ Successors
List<SimulationPath> realvirtual.SimulationPath.Successors |
List of successors, is filled automatically.
◆ Thickness
float realvirtual.SimulationPath.Thickness |
Thickness of the simulation path.
Property Documentation
◆ OnSnapped
|
getset |
Implements realvirtual.ISnapable.