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Diffstat (limited to 'doc/classes/AStar3D.xml')
-rw-r--r-- | doc/classes/AStar3D.xml | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/AStar3D.xml b/doc/classes/AStar3D.xml index 2e8ae37a20..a84649ef63 100644 --- a/doc/classes/AStar3D.xml +++ b/doc/classes/AStar3D.xml @@ -4,7 +4,7 @@ An implementation of A* for finding the shortest path between two vertices on a connected graph in 3D space. </brief_description> <description> - 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. + 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. Redot's A* implementation uses points in 3D space and Euclidean distances by default. You must add points manually with [method add_point] and create segments manually with [method connect_points]. Once done, you can test if there is a path between two points with the [method are_points_connected] function, get a path containing indices by [method get_id_path], or one containing actual coordinates with [method get_point_path]. It is also possible to use non-Euclidean distances. To do so, create a class that extends [AStar3D] and override methods [method _compute_cost] and [method _estimate_cost]. Both take two indices and return a length, as is shown in the following example. [codeblocks] |