Struct gdnative_bindings_lily::AStar [−][src]
pub struct AStar { /* fields omitted */ }
Expand description
core class AStar
inherits Reference
(reference counted).
Official documentation
See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
AStar inherits methods from:
Safety
All types in the Godot API have “interior mutability” in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate Access
in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations
Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
Sample code is GDScript unless otherwise noted.
Adds a new point at the given position with the given identifier. The algorithm prefers points with lower weight_scale
to form a path. The id
must be 0 or larger, and the weight_scale
must be 1 or larger.
var astar = AStar.new()
astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with weight_scale 4 and id 1
If there already exists a point for the given id
, its position and weight scale are updated to the given values.
Default Arguments
weight_scale
-1.0
Returns whether the two given points are directly connected by a segment. If bidirectional
is false
, returns whether movement from id
to to_id
is possible through this segment.
Default Arguments
bidirectional
-true
Sample code is GDScript unless otherwise noted.
Creates a segment between the given points. If bidirectional
is false
, only movement from id
to to_id
is allowed, not the reverse direction.
var astar = AStar.new()
astar.add_point(1, Vector3(1, 1, 0))
astar.add_point(2, Vector3(0, 5, 0))
astar.connect_points(1, 2, false)
Default Arguments
bidirectional
-true
Deletes the segment between the given points. If bidirectional
is false
, only movement from id
to to_id
is prevented, and a unidirectional segment possibly remains.
Default Arguments
bidirectional
-true
Returns the next available point ID with no point associated to it.
Returns the ID of the closest point to to_position
, optionally taking disabled points into account. Returns -1
if there are no points in the points pool.
Note: If several points are the closest to to_position
, the one with the smallest ID will be returned, ensuring a deterministic result.
Default Arguments
include_disabled
-false
Sample code is GDScript unless otherwise noted.
Returns the closest position to to_position
that resides inside a segment between two connected points.
var astar = AStar.new()
astar.add_point(1, Vector3(0, 0, 0))
astar.add_point(2, Vector3(0, 5, 0))
astar.connect_points(1, 2)
var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns (0, 3, 0)
The result is in the segment that goes from y = 0
to y = 5
. It’s the closest position in the segment to the given point.
Sample code is GDScript unless otherwise noted.
Returns an array with the IDs of the points that form the path found by AStar between the given points. The array is ordered from the starting point to the ending point of the path.
var astar = AStar.new()
astar.add_point(1, Vector3(0, 0, 0))
astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1
astar.add_point(3, Vector3(1, 1, 0))
astar.add_point(4, Vector3(2, 0, 0))
astar.connect_points(1, 2, false)
astar.connect_points(2, 3, false)
astar.connect_points(4, 3, false)
astar.connect_points(1, 4, false)
var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]
If you change the 2nd point’s weight to 3, then the result will be [1, 4, 3]
instead, because now even though the distance is longer, it’s “easier” to get through point 4 than through point 2.
Returns the capacity of the structure backing the points, useful in conjunction with reserve_space
.
Sample code is GDScript unless otherwise noted.
Returns an array with the IDs of the points that form the connection with the given point.
var astar = AStar.new()
astar.add_point(1, Vector3(0, 0, 0))
astar.add_point(2, Vector3(0, 1, 0))
astar.add_point(3, Vector3(1, 1, 0))
astar.add_point(4, Vector3(2, 0, 0))
astar.connect_points(1, 2, true)
astar.connect_points(1, 3, true)
var neighbors = astar.get_point_connections(1) # Returns [2, 3]
Returns the number of points currently in the points pool.
Returns an array with the points that are in the path found by AStar between the given points. The array is ordered from the starting point to the ending point of the path.
Returns the position of the point associated with the given id
.
Returns the weight scale of the point associated with the given id
.
Returns an array of all points.
Returns whether a point associated with the given id
exists.
Returns whether a point is disabled or not for pathfinding. By default, all points are enabled.
Removes the point associated with the given id
from the points pool.
Reserves space internally for num_nodes
points, useful if you’re adding a known large number of points at once, for a grid for instance. New capacity must be greater or equals to old capacity.
Disables or enables the specified point for pathfinding. Useful for making a temporary obstacle.
Default Arguments
disabled
-true
Sets the position
for the point with the given id
.
Sets the weight_scale
for the point with the given id
.
Methods from Deref<Target = Reference>
Trait Implementations
type RefKind = RefCounted
type RefKind = RefCounted
Creates an explicitly null reference of Self
as a method argument. This makes type
inference easier for the compiler compared to Option
. Read more
Creates a new instance of Self
using a zero-argument constructor, as a Unique
reference. Read more
Performs a dynamic reference downcast to target type. Read more
Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
Creates a persistent reference to the same Godot object with shared thread access. Read more
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
Creates a persistent reference to the same Godot object with thread-local thread access. Read more
Creates a persistent reference to the same Godot object with unique access. Read more
Recovers a instance ID previously returned by Object::get_instance_id
if the object is
still alive. See also TRef::try_from_instance_id
. Read more
Auto Trait Implementations
impl RefUnwindSafe for AStar
impl UnwindSafe for AStar