godot/doc/classes/AStar2D.xml
Rémi Verschelde 2d20fc39aa doc: Drop unused 'category' property from header
We already removed it from the online docs with #35132.

Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.

We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
2020-01-26 16:02:39 +01:00

283 lines
9.6 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="AStar2D" inherits="Reference" version="3.2">
<brief_description>
AStar class representation that uses 2D vectors as edges.
</brief_description>
<description>
This is a wrapper for the [AStar] class which uses 2D vectors instead of 3D vectors.
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_point">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="position" type="Vector2">
</argument>
<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]
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]
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>
<method name="are_points_connected" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="to_id" type="int">
</argument>
<description>
Returns whether there is a connection/segment between the given points.
</description>
</method>
<method name="clear">
<return type="void">
</return>
<description>
Clears all the points and segments.
</description>
</method>
<method name="connect_points">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="to_id" type="int">
</argument>
<argument index="2" name="bidirectional" type="bool" default="true">
</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]
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]
</description>
</method>
<method name="disconnect_points">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="to_id" type="int">
</argument>
<description>
Deletes the segment between the given points.
</description>
</method>
<method name="get_available_point_id" qualifiers="const">
<return type="int">
</return>
<description>
Returns the next available point ID with no point associated to it.
</description>
</method>
<method name="get_closest_point" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="to_position" type="Vector2">
</argument>
<argument index="1" name="include_disabled" type="bool" default="false">
</argument>
<description>
Returns the ID of the closest point to [code]to_position[/code], optionally taking disabled points into account. Returns -1 if there are no points in the points pool.
</description>
</method>
<method name="get_closest_position_in_segment" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="to_position" type="Vector2">
</argument>
<description>
Returns the closest position to [code]to_position[/code] that resides inside a segment between two connected points.
[codeblock]
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]
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>
<method name="get_id_path">
<return type="PoolIntArray">
</return>
<argument index="0" name="from_id" type="int">
</argument>
<argument index="1" name="to_id" type="int">
</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]
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]
[/codeblock]
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>
<method name="get_point_capacity" qualifiers="const">
<return type="int">
</return>
<description>
Returns the capacity of the structure backing the points, useful in conjunction with [code]reserve_space[/code].
</description>
</method>
<method name="get_point_connections">
<return type="PoolIntArray">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Returns an array with the IDs of the points that form the connection with the given point.
[codeblock]
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]
[/codeblock]
</description>
</method>
<method name="get_point_count" qualifiers="const">
<return type="int">
</return>
<description>
Returns the number of points currently in the points pool.
</description>
</method>
<method name="get_point_path">
<return type="PoolVector2Array">
</return>
<argument index="0" name="from_id" type="int">
</argument>
<argument index="1" name="to_id" type="int">
</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.
</description>
</method>
<method name="get_point_position" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Returns the position of the point associated with the given [code]id[/code].
</description>
</method>
<method name="get_point_weight_scale" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Returns the weight scale of the point associated with the given [code]id[/code].
</description>
</method>
<method name="get_points">
<return type="Array">
</return>
<description>
Returns an array of all points.
</description>
</method>
<method name="has_point" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Returns whether a point associated with the given [code]id[/code] exists.
</description>
</method>
<method name="is_point_disabled" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Returns whether a point is disabled or not for pathfinding. By default, all points are enabled.
</description>
</method>
<method name="remove_point">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<description>
Removes the point associated with the given [code]id[/code] from the points pool.
</description>
</method>
<method name="reserve_space">
<return type="void">
</return>
<argument index="0" name="num_nodes" type="int">
</argument>
<description>
Reserves space internally for [code]num_nodes[/code] 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.
</description>
</method>
<method name="set_point_disabled">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="disabled" type="bool" default="true">
</argument>
<description>
Disables or enables the specified point for pathfinding. Useful for making a temporary obstacle.
</description>
</method>
<method name="set_point_position">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<argument index="1" name="position" type="Vector2">
</argument>
<description>
Sets the [code]position[/code] for the point with the given [code]id[/code].
</description>
</method>
<method name="set_point_weight_scale">
<return type="void">
</return>
<argument index="0" name="id" type="int">
</argument>
<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].
</description>
</method>
</methods>
<constants>
</constants>
</class>