AStar3D
继承: RefCounted
< Object
An implementation of A* for finding the shortest path between two vertices on a connected graph in 3D space.
描述
A* (A star) is a computer algorithm used in pathfinding and graph traversal, the process of plotting short paths among vertices (points), passing through a given set of edges (segments). It enjoys widespread use due to its performance and accuracy. Godot's A* implementation uses points in 3D space and Euclidean distances by default.
You must add points manually with add_point
and create segments manually with connect_points
. Once done, you can test if there is a path between two points with the are_points_connected
function, get a path containing indices by get_id_path
, or one containing actual coordinates with get_point_path
.
It is also possible to use non-Euclidean distances. To do so, create a class that extends AStar3D and override methods _compute_cost
and _estimate_cost
. Both take two indices and return a length, as is shown in the following example.
class MyAStar:
extends AStar3D
func _compute_cost(u, v):
return abs(u - v)
func _estimate_cost(u, v):
return min(0, abs(u - v) - 1)
public partial class MyAStar : AStar3D
{
public override float _ComputeCost(long fromId, long toId)
{
return Mathf.Abs((int)(fromId - toId));
}
public override float _EstimateCost(long fromId, long toId)
{
return Mathf.Min(0, Mathf.Abs((int)(fromId - toId)) - 1);
}
}
_estimate_cost
should return a lower bound of the distance, i.e. _estimate_cost(u, v) <= _compute_cost(u, v)
. This serves as a hint to the algorithm because the custom _compute_cost
might be computation-heavy. If this is not the case, make _estimate_cost
return the same value as _compute_cost
to provide the algorithm with the most accurate information.
If the default _estimate_cost
and _compute_cost
methods are used, or if the supplied _estimate_cost
method returns a lower bound of the cost, then the paths returned by A* will be the lowest-cost paths. Here, the cost of a path equals the sum of the _compute_cost
results of all segments in the path multiplied by the weight_scale
s of the endpoints of the respective segments. If the default methods are used and the weight_scale
s of all points are set to 1.0
, then this equals the sum of Euclidean distances of all segments in the path.
方法
float | _compute_cost ( from_id: int , to_id: int ) virtual1 const2 |
float | _estimate_cost ( from_id: int , end_id: int ) virtual1 const2 |
void | add_point ( id: int , position: Vector3 , weight_scale: float = 1.0 ) |
bool | are_points_connected ( id: int , to_id: int , bidirectional: bool = true ) const2 |
void | clear ( ) |
void | connect_points ( id: int , to_id: int , bidirectional: bool = true ) |
void | disconnect_points ( id: int , to_id: int , bidirectional: bool = true ) |
int | get_available_point_id ( ) const2 |
int | get_closest_point ( to_position: Vector3 , include_disabled: bool = false ) const2 |
Vector3 | get_closest_position_in_segment ( to_position: Vector3 ) const2 |
PackedInt64Array | get_id_path ( from_id: int , to_id: int , allow_partial_path: bool = false ) |
int | get_point_capacity ( ) const2 |
PackedInt64Array | get_point_connections ( id: int ) |
int | get_point_count ( ) const2 |
PackedInt64Array | get_point_ids ( ) |
PackedVector3Array | get_point_path ( from_id: int , to_id: int , allow_partial_path: bool = false ) |
Vector3 | get_point_position ( id: int ) const2 |
float | get_point_weight_scale ( id: int ) const2 |
bool | has_point ( id: int ) const2 |
bool | is_point_disabled ( id: int ) const2 |
void | remove_point ( id: int ) |
void | reserve_space ( num_nodes: int ) |
void | set_point_disabled ( id: int , disabled: bool = true ) |
void | set_point_position ( id: int , position: Vector3 ) |
void | set_point_weight_scale ( id: int , weight_scale: float ) |
方法说明
float
_compute_cost ( from_id: int
, to_id: int
) virtual1 const2
Called when computing the cost between two connected points.
Note that this function is hidden in the default AStar3D class.
float
_estimate_cost ( from_id: int
, end_id: int
) virtual1 const2
Called when estimating the cost between a point and the path's ending point.
Note that this function is hidden in the default AStar3D class.
void
add_point ( id: int
, position: Vector3
, weight_scale: float
= 1.0 )
Adds a new point at the given position with the given identifier. The id
must be 0 or larger, and the weight_scale
must be 0.0 or greater.
The weight_scale
is multiplied by the result of _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 weight_scale
s to form a path.
var astar = AStar3D.new()
astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with weight_scale 4 and id 1
var astar = new AStar3D();
astar.AddPoint(1, new 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.
bool
are_points_connected ( id: int
, to_id: int
, bidirectional: bool
= true ) const2
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.
void
clear ( )
Clears all the points and segments.
void
connect_points ( id: int
, to_id: int
, bidirectional: bool
= 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 = AStar3D.new()
astar.add_point(1, Vector3(1, 1, 0))
astar.add_point(2, Vector3(0, 5, 0))
astar.connect_points(1, 2, false)
var astar = new AStar3D();
astar.AddPoint(1, new Vector3(1, 1, 0));
astar.AddPoint(2, new Vector3(0, 5, 0));
astar.ConnectPoints(1, 2, false);
void
disconnect_points ( id: int
, to_id: int
, bidirectional: bool
= 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.
int
get_available_point_id ( ) const2
Returns the next available point ID with no point associated to it.
int
get_closest_point ( to_position: Vector3
, include_disabled: bool
= false ) const2
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.
Vector3
get_closest_position_in_segment ( to_position: Vector3
) const2
Returns the closest position to to_position
that resides inside a segment between two connected points.
var astar = AStar3D.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)
var astar = new AStar3D();
astar.AddPoint(1, new Vector3(0, 0, 0));
astar.AddPoint(2, new Vector3(0, 5, 0));
astar.ConnectPoints(1, 2);
Vector3 res = astar.GetClosestPositionInSegment(new 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.
PackedInt64Array
get_id_path ( from_id: int
, to_id: int
, allow_partial_path: bool
= false )
Returns an array with the IDs of the points that form the path found by AStar3D between the given points. The array is ordered from the starting point to the ending point of the path.
If there is no valid path to the target, and allow_partial_path
is true
, returns a path to the point closest to the target that can be reached.
Note: When allow_partial_path
is true
and to_id
is disabled the search may take an unusually long time to finish.
var astar = AStar3D.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]
var astar = new AStar3D();
astar.AddPoint(1, new Vector3(0, 0, 0));
astar.AddPoint(2, new Vector3(0, 1, 0), 1); // Default weight is 1
astar.AddPoint(3, new Vector3(1, 1, 0));
astar.AddPoint(4, new Vector3(2, 0, 0));
astar.ConnectPoints(1, 2, false);
astar.ConnectPoints(2, 3, false);
astar.ConnectPoints(4, 3, false);
astar.ConnectPoints(1, 4, false);
long[] res = astar.GetIdPath(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 ( ) const2
Returns the capacity of the structure backing the points, useful in conjunction with reserve_space
.
PackedInt64Array
get_point_connections ( id: int
)
Returns an array with the IDs of the points that form the connection with the given point.
var astar = AStar3D.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]
var astar = new AStar3D();
astar.AddPoint(1, new Vector3(0, 0, 0));
astar.AddPoint(2, new Vector3(0, 1, 0));
astar.AddPoint(3, new Vector3(1, 1, 0));
astar.AddPoint(4, new Vector3(2, 0, 0));
astar.ConnectPoints(1, 2, true);
astar.ConnectPoints(1, 3, true);
long[] neighbors = astar.GetPointConnections(1); // Returns [2, 3]
int
get_point_count ( ) const2
Returns the number of points currently in the points pool.
PackedInt64Array
get_point_ids ( )
Returns an array of all point IDs.
PackedVector3Array
get_point_path ( from_id: int
, to_id: int
, allow_partial_path: bool
= false )
Returns an array with the points that are in the path found by AStar3D between the given points. The array is ordered from the starting point to the ending point of the path.
If there is no valid path to the target, and allow_partial_path
is true
, returns a path to the point closest to the target that can be reached.
Note: This method is not thread-safe. If called from a Thread
, it will return an empty array and will print an error message.
Additionally, when allow_partial_path
is true
and to_id
is disabled the search may take an unusually long time to finish.
Vector3
get_point_position ( id: int
) const2
Returns the position of the point associated with the given id
.
float
get_point_weight_scale ( id: int
) const2
Returns the weight scale of the point associated with the given id
.
bool
has_point ( id: int
) const2
Returns whether a point associated with the given id
exists.
bool
is_point_disabled ( id: int
) const2
Returns whether a point is disabled or not for pathfinding. By default, all points are enabled.
void
remove_point ( id: int
)
Removes the point associated with the given id
from the points pool.
void
reserve_space ( num_nodes: int
)
Reserves space internally for num_nodes
points. Useful if you're adding a known large number of points at once, such as points on a grid. New capacity must be greater or equals to old capacity.
void
set_point_disabled ( id: int
, disabled: bool
= true )
Disables or enables the specified point for pathfinding. Useful for making a temporary obstacle.
void
set_point_position ( id: int
, position: Vector3
)
Sets the position
for the point with the given id
.
void
set_point_weight_scale ( id: int
, weight_scale: float
)
Sets the weight_scale
for the point with the given id
. The weight_scale
is multiplied by the result of _compute_cost
when determining the overall cost of traveling across a segment from a neighboring point to this point.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。