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-rw-r--r--doc/classes/AStar2D.xml78
1 files changed, 66 insertions, 12 deletions
diff --git a/doc/classes/AStar2D.xml b/doc/classes/AStar2D.xml
index 622d336ef6..3efd2f604c 100644
--- a/doc/classes/AStar2D.xml
+++ b/doc/classes/AStar2D.xml
@@ -43,11 +43,18 @@
<argument index="2" name="weight_scale" type="float" default="1.0">
</argument>
<description>
- Adds a new point at the given position with the given identifier. The algorithm prefers points with lower [code]weight_scale[/code] to form a path. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger.
- [codeblock]
+ Adds a new point at the given position with the given identifier. The [code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must be 1 or larger.
+ The [code]weight_scale[/code] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point. Thus, all else being equal, the algorithm prefers points with lower [code]weight_scale[/code]s to form a path.
+ [codeblocks]
+ [gdscript]
var astar = AStar2D.new()
astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with weight_scale 4 and id 1
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var astar = new AStar2D();
+ astar.AddPoint(1, new Vector2(1, 0), 4); // Adds the point (1, 0) with weight_scale 4 and id 1
+ [/csharp]
+ [/codeblocks]
If there already exists a point for the given [code]id[/code], its position and weight scale are updated to the given values.
</description>
</method>
@@ -80,12 +87,20 @@
</argument>
<description>
Creates a segment between the given points. If [code]bidirectional[/code] is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] is allowed, not the reverse direction.
- [codeblock]
+ [codeblocks]
+ [gdscript]
var astar = AStar2D.new()
astar.add_point(1, Vector2(1, 1))
astar.add_point(2, Vector2(0, 5))
astar.connect_points(1, 2, false)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var astar = new AStar2D();
+ astar.AddPoint(1, new Vector2(1, 1));
+ astar.AddPoint(2, new Vector2(0, 5));
+ astar.ConnectPoints(1, 2, false);
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="disconnect_points">
@@ -125,13 +140,22 @@
</argument>
<description>
Returns the closest position to [code]to_position[/code] that resides inside a segment between two connected points.
- [codeblock]
+ [codeblocks]
+ [gdscript]
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)
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var astar = new AStar2D();
+ astar.AddPoint(1, new Vector2(0, 0));
+ astar.AddPoint(2, new Vector2(0, 5));
+ astar.ConnectPoints(1, 2);
+ Vector2 res = astar.GetClosestPositionInSegment(new Vector2(3, 3)); // Returns (0, 3)
+ [/csharp]
+ [/codeblocks]
The result is in the segment that goes from [code]y = 0[/code] to [code]y = 5[/code]. It's the closest position in the segment to the given point.
</description>
</method>
@@ -144,7 +168,8 @@
</argument>
<description>
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.
- [codeblock]
+ [codeblocks]
+ [gdscript]
var astar = AStar2D.new()
astar.add_point(1, Vector2(0, 0))
astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1
@@ -157,7 +182,21 @@
astar.connect_points(1, 4, false)
var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var astar = new AStar2D();
+ astar.AddPoint(1, new Vector2(0, 0));
+ astar.AddPoint(2, new Vector2(0, 1), 1); // Default weight is 1
+ astar.AddPoint(3, new Vector2(1, 1));
+ astar.AddPoint(4, new Vector2(2, 0));
+
+ astar.ConnectPoints(1, 2, false);
+ astar.ConnectPoints(2, 3, false);
+ astar.ConnectPoints(4, 3, false);
+ astar.ConnectPoints(1, 4, false);
+ int[] res = astar.GetIdPath(1, 3); // Returns [1, 2, 3]
+ [/csharp]
+ [/codeblocks]
If you change the 2nd point's weight to 3, then the result will be [code][1, 4, 3][/code] instead, because now even though the distance is longer, it's "easier" to get through point 4 than through point 2.
</description>
</method>
@@ -175,7 +214,8 @@
</argument>
<description>
Returns an array with the IDs of the points that form the connection with the given point.
- [codeblock]
+ [codeblocks]
+ [gdscript]
var astar = AStar2D.new()
astar.add_point(1, Vector2(0, 0))
astar.add_point(2, Vector2(0, 1))
@@ -186,7 +226,20 @@
astar.connect_points(1, 3, true)
var neighbors = astar.get_point_connections(1) # Returns [2, 3]
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var astar = new AStar2D();
+ astar.AddPoint(1, new Vector2(0, 0));
+ astar.AddPoint(2, new Vector2(0, 1));
+ astar.AddPoint(3, new Vector2(1, 1));
+ astar.AddPoint(4, new Vector2(2, 0));
+
+ astar.ConnectPoints(1, 2, true);
+ astar.ConnectPoints(1, 3, true);
+
+ int[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]
+ [/csharp]
+ [/codeblocks]
</description>
</method>
<method name="get_point_count" qualifiers="const">
@@ -205,6 +258,7 @@
</argument>
<description>
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.
+ [b]Note:[/b] This method is not thread-safe. If called from a [Thread], it will return an empty [PackedVector2Array] and will print an error message.
</description>
</method>
<method name="get_point_position" qualifiers="const">
@@ -298,7 +352,7 @@
<argument index="1" name="weight_scale" type="float">
</argument>
<description>
- Sets the [code]weight_scale[/code] for the point with the given [code]id[/code].
+ Sets the [code]weight_scale[/code] for the point with the given [code]id[/code]. The [code]weight_scale[/code] is multiplied by the result of [method _compute_cost] when determining the overall cost of traveling across a segment from a neighboring point to this point.
</description>
</method>
</methods>