Struct gdnative_bindings::AStar[][src]

pub struct AStar { /* fields omitted */ }

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

impl AStar[src]

pub fn new() -> Ref<Self, Unique>[src]

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

pub fn add_point(&self, id: i64, position: Vector3, weight_scale: f64)[src]

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

pub fn are_points_connected(
    &self,
    id: i64,
    to_id: i64,
    bidirectional: bool
) -> bool
[src]

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

pub fn clear(&self)[src]

Clears all the points and segments.

pub fn connect_points(&self, id: i64, to_id: i64, bidirectional: bool)[src]

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

pub fn disconnect_points(&self, id: i64, to_id: i64, bidirectional: bool)[src]

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

pub fn get_available_point_id(&self) -> i64[src]

Returns the next available point ID with no point associated to it.

pub fn get_closest_point(
    &self,
    to_position: Vector3,
    include_disabled: bool
) -> i64
[src]

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

pub fn get_closest_position_in_segment(&self, to_position: Vector3) -> Vector3[src]

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.

pub fn get_id_path(&self, from_id: i64, to_id: i64) -> Int32Array[src]

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.

pub fn get_point_capacity(&self) -> i64[src]

Returns the capacity of the structure backing the points, useful in conjunction with reserve_space.

pub fn get_point_connections(&self, id: i64) -> Int32Array[src]

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]

pub fn get_point_count(&self) -> i64[src]

Returns the number of points currently in the points pool.

pub fn get_point_path(&self, from_id: i64, to_id: i64) -> Vector3Array[src]

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.

pub fn get_point_position(&self, id: i64) -> Vector3[src]

Returns the position of the point associated with the given id.

pub fn get_point_weight_scale(&self, id: i64) -> f64[src]

Returns the weight scale of the point associated with the given id.

pub fn get_points(&self) -> VariantArray[src]

Returns an array of all points.

pub fn has_point(&self, id: i64) -> bool[src]

Returns whether a point associated with the given id exists.

pub fn is_point_disabled(&self, id: i64) -> bool[src]

Returns whether a point is disabled or not for pathfinding. By default, all points are enabled.

pub fn remove_point(&self, id: i64)[src]

Removes the point associated with the given id from the points pool.

pub fn reserve_space(&self, num_nodes: i64)[src]

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.

pub fn set_point_disabled(&self, id: i64, disabled: bool)[src]

Disables or enables the specified point for pathfinding. Useful for making a temporary obstacle.

Default Arguments

  • disabled - true

pub fn set_point_position(&self, id: i64, position: Vector3)[src]

Sets the position for the point with the given id.

pub fn set_point_weight_scale(&self, id: i64, weight_scale: f64)[src]

Sets the weight_scale for the point with the given id.

Methods from Deref<Target = Reference>

pub fn init_ref(&self) -> bool[src]

Initializes the internal reference counter. Use this only if you really know what you are doing. Returns whether the initialization was successful.

Methods from Deref<Target = Object>

pub fn add_user_signal(
    &self,
    signal: impl Into<GodotString>,
    arguments: VariantArray
)
[src]

Adds a user-defined signal. Arguments are optional, but can be added as an [Array] of dictionaries, each containing name: String and type: int (see [enum Variant.Type]) entries.

Default Arguments

  • arguments - [ ]

pub unsafe fn call(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

Safety

This function bypasses Rust's static type checks (aliasing, thread boundaries, calls to free(), ...).

pub unsafe fn call_deferred(
    &self,
    method: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Sample code is GDScript unless otherwise noted.

Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call_deferred("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

Safety

This function bypasses Rust's static type checks (aliasing, thread boundaries, calls to free(), ...).

pub unsafe fn callv(
    &self,
    method: impl Into<GodotString>,
    arg_array: VariantArray
) -> Variant
[src]

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. Contrarily to [method call], this method does not support a variable number of arguments but expects all parameters to be via a single [Array].

callv("set", [ "position", Vector2(42.0, 0.0) ])

Safety

This function bypasses Rust's static type checks (aliasing, thread boundaries, calls to free(), ...).

pub fn can_translate_messages(&self) -> bool[src]

Returns true if the object can translate strings. See [method set_message_translation] and [method tr].

pub fn connect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>,
    binds: VariantArray,
    flags: i64
) -> GodotResult
[src]

Sample code is GDScript unless otherwise noted.

Connects a signal to a method on a target object. Pass optional binds to the call as an [Array] of parameters. These parameters will be passed to the method after any parameter used in the call to [method emit_signal]. Use flags to set deferred or one-shot connections. See [enum ConnectFlags] constants. A signal can only be connected once to a method. It will throw an error if already connected, unless the signal was connected with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method is_connected] to check for existing connections. If the target is destroyed in the game's lifecycle, the connection will be lost. Examples:

connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal

An example of the relationship between binds passed to [method connect] and parameters used when calling [method emit_signal]:

connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
    print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])

Default Arguments

  • binds - [ ]
  • flags - 0

pub fn disconnect(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
)
[src]

Disconnects a signal from a method on the given target. If you try to disconnect a connection that does not exist, the method will throw an error. Use [method is_connected] to ensure that the connection exists.

pub fn emit_signal(
    &self,
    signal: impl Into<GodotString>,
    varargs: &[Variant]
) -> Variant
[src]

Sample code is GDScript unless otherwise noted.

Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

emit_signal("hit", weapon_type, damage)
emit_signal("game_over")

pub fn get(&self, property: impl Into<GodotString>) -> Variant[src]

Returns the Variant value of the given property. If the property doesn't exist, this will return null. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn get_class(&self) -> GodotString[src]

Returns the object's class as a String.

pub fn get_incoming_connections(&self) -> VariantArray[src]

Returns an [Array] of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries:

  • source is a reference to the signal emitter.
  • signal_name is the name of the connected signal.
  • method_name is the name of the method to which the signal is connected.

pub fn get_indexed(&self, property: impl Into<NodePath>) -> Variant[src]

Gets the object's property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode".

pub fn get_instance_id(&self) -> i64[src]

Returns the object's unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].

pub fn get_meta(&self, name: impl Into<GodotString>) -> Variant[src]

Returns the object's metadata entry for the given name.

pub fn get_meta_list(&self) -> StringArray[src]

Returns the object's metadata as a [PoolStringArray].

pub fn get_method_list(&self) -> VariantArray[src]

Returns the object's methods and their signatures as an [Array].

pub fn get_property_list(&self) -> VariantArray[src]

Returns the object's property list as an [Array] of dictionaries. Each property's Dictionary contain at least name: String and type: int (see [enum Variant.Type]) entries. Optionally, it can also include hint: int (see [enum PropertyHint]), hint_string: String, and usage: int (see [enum PropertyUsageFlags]).

pub fn get_script(&self) -> Option<Ref<Reference, Shared>>[src]

Returns the object's Script instance, or null if none is assigned.

pub fn get_signal_connection_list(
    &self,
    signal: impl Into<GodotString>
) -> VariantArray
[src]

Returns an [Array] of connections for the given signal.

pub fn get_signal_list(&self) -> VariantArray[src]

Returns the list of signals as an [Array] of dictionaries.

pub fn has_meta(&self, name: impl Into<GodotString>) -> bool[src]

Returns true if a metadata entry is found with the given name.

pub fn has_method(&self, method: impl Into<GodotString>) -> bool[src]

Returns true if the object contains the given method.

pub fn has_signal(&self, signal: impl Into<GodotString>) -> bool[src]

Returns true if the given signal exists.

pub fn has_user_signal(&self, signal: impl Into<GodotString>) -> bool[src]

Returns true if the given user-defined signal exists. Only signals added using [method add_user_signal] are taken into account.

pub fn is_blocking_signals(&self) -> bool[src]

Returns true if signal emission blocking is enabled.

pub fn is_class(&self, class: impl Into<GodotString>) -> bool[src]

Returns true if the object inherits from the given class.

pub fn is_connected(
    &self,
    signal: impl Into<GodotString>,
    target: impl AsArg<Object>,
    method: impl Into<GodotString>
) -> bool
[src]

Returns true if a connection exists for a given signal, target, and method.

pub fn is_queued_for_deletion(&self) -> bool[src]

Returns true if the [method Node.queue_free] method was called for the object.

pub fn notification(&self, what: i64, reversed: bool)[src]

Send a given notification to the object, which will also trigger a call to the [method _notification] method of all classes that the object inherits from. If reversed is true, [method _notification] is called first on the object's own class, and then up to its successive parent classes. If reversed is false, [method _notification] is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.

Default Arguments

  • reversed - false

pub fn property_list_changed_notify(&self)[src]

Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.

pub fn remove_meta(&self, name: impl Into<GodotString>)[src]

Removes a given entry from the object's metadata. See also [method set_meta].

pub fn set(&self, property: impl Into<GodotString>, value: impl OwnedToVariant)[src]

Assigns a new value to the given property. If the property does not exist, nothing will happen. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn set_block_signals(&self, enable: bool)[src]

If set to true, signal emission is blocked.

pub fn set_deferred(
    &self,
    property: impl Into<GodotString>,
    value: impl OwnedToVariant
)
[src]

Assigns a new value to the given property, after the current frame's physics step. This is equivalent to calling [method set] via [method call_deferred], i.e. call_deferred("set", property, value). Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn't apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

pub fn set_indexed(
    &self,
    property: impl Into<NodePath>,
    value: impl OwnedToVariant
)
[src]

Sample code is GDScript unless otherwise noted.

Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example:

set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)

pub fn set_message_translation(&self, enable: bool)[src]

Defines whether the object can translate strings (with calls to [method tr]). Enabled by default.

pub fn set_meta(&self, name: impl Into<GodotString>, value: impl OwnedToVariant)[src]

Adds, changes or removes a given entry in the object's metadata. Metadata are serialized and can take any Variant value. To remove a given entry from the object's metadata, use [method remove_meta]. Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name".

pub fn set_script(&self, script: impl AsArg<Reference>)[src]

Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script's [method _init] method will be called.

pub fn to_string(&self) -> GodotString[src]

Returns a String representing the object. If not overridden, defaults to "[ClassName:RID]". Override the method [method _to_string] to customize the String representation.

pub fn tr(&self, message: impl Into<GodotString>) -> GodotString[src]

Translates a message using translation catalogs configured in the Project Settings. Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See [method set_message_translation].

Trait Implementations

impl Debug for AStar[src]

impl Deref for AStar[src]

type Target = Reference

The resulting type after dereferencing.

impl DerefMut for AStar[src]

impl GodotObject for AStar[src]

type RefKind = RefCounted

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

impl Instanciable for AStar[src]

impl Sealed for AStar[src]

impl SubClass<Object> for AStar[src]

impl SubClass<Reference> for AStar[src]

Auto Trait Implementations

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.