AStar2D

Inherits: Reference < Object

AStar class representation that uses 2D vectors as edges.

Description

This is a wrapper for the AStar class which uses 2D vectors instead of 3D vectors.

Methods

voidadd_point ( int id, Vector2 position, float weight_scale=1.0 )
boolare_points_connected ( int id, int to_id ) const
voidclear ( )
voidconnect_points ( int id, int to_id, bool bidirectional=true )
voiddisconnect_points ( int id, int to_id )
intget_available_point_id ( ) const
intget_closest_point ( Vector2 to_position, bool include_disabled=false ) const
Vector2get_closest_position_in_segment ( Vector2 to_position ) const
PoolIntArrayget_id_path ( int from_id, int to_id )
intget_point_capacity ( ) const
PoolIntArrayget_point_connections ( int id )
intget_point_count ( ) const
PoolVector2Arrayget_point_path ( int from_id, int to_id )
Vector2get_point_position ( int id ) const
floatget_point_weight_scale ( int id ) const
Arrayget_points ( )
boolhas_point ( int id ) const
boolis_point_disabled ( int id ) const
voidremove_point ( int id )
voidreserve_space ( int num_nodes )
voidset_point_disabled ( int id, bool disabled=true )
voidset_point_position ( int id, Vector2 position )
voidset_point_weight_scale ( int id, float weight_scale )

Method Descriptions

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 = AStar2D.new()
astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 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.


  • bool are_points_connected ( int id, int to_id ) const

Returns whether there is a connection/segment between the given points.


  • void clear ( )

Clears all the points and segments.


  • void connect_points ( int id, int to_id, bool bidirectional=true )

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 = AStar2D.new()
astar.add_point(1, Vector2(1, 1))
astar.add_point(2, Vector2(0, 5))
astar.connect_points(1, 2, false)

  • void disconnect_points ( int id, int to_id )

Deletes the segment between the given points.


  • int get_available_point_id ( ) const

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


  • int get_closest_point ( Vector2 to_position, bool include_disabled=false ) const

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.


Returns the closest position to to_position that resides inside a segment between two connected points.

var astar = AStar2D.new()
astar.add_point(1, Vector2(0, 0))
astar.add_point(2, Vector2(0, 5))
astar.connect_points(1, 2)
var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, 3)

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.


Returns an array with the IDs of the points that form the path found by AStar2D between the given points. The array is ordered from the starting point to the ending point of the path.

var astar = AStar2D.new()
astar.add_point(1, Vector2(0, 0))
astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1
astar.add_point(3, Vector2(1, 1))
astar.add_point(4, Vector2(2, 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.


  • int get_point_capacity ( ) const

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


Returns an array with the IDs of the points that form the connection with the given point.

var astar = AStar2D.new()
astar.add_point(1, Vector2(0, 0))
astar.add_point(2, Vector2(0, 1))
astar.add_point(3, Vector2(1, 1))
astar.add_point(4, Vector2(2, 0))

astar.connect_points(1, 2, true)
astar.connect_points(1, 3, true)

var neighbors = astar.get_point_connections(1) # Returns [2, 3]

  • int get_point_count ( ) const

Returns the number of points currently in the points pool.


Returns an array with the points that are in the path found by AStar2D 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.


  • float get_point_weight_scale ( int id ) const

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.


  • bool is_point_disabled ( int id ) const

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


  • void remove_point ( int id )

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


  • void reserve_space ( int num_nodes )

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.


  • void set_point_disabled ( int id, bool disabled=true )

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


  • void set_point_position ( int id, Vector2 position )

Sets the position for the point with the given id.


  • void set_point_weight_scale ( int id, float weight_scale )

Sets the weight_scale for the point with the given id.

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