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path: root/core/math/a_star.cpp
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* AStar get_closest_point/get_closest_position_in_segment enabled considerationCraigory V Coppola2019-06-291-0/+6
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* Merge pull request #27237 from Chaosus/astar_2dRémi Verschelde2019-06-191-2/+133
|\ | | | | Added 2D functions to AStar
| * Added 2D functions to AStarChaosus2019-05-301-2/+133
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* | Fix AStar set/is_point_disabled crashChaosus2019-06-181-0/+6
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* | Save inside the Points of AStar the neighbours that aren't connectedDaw112019-06-041-8/+20
|/ | | | Improve the performance of remove_point because it doesn't have to search every neighbour of every node
* Use a binary heap for the open list of AstarDaw112019-05-161-59/+32
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* Added functions to AStar for disable/enable pointsChaosus2019-04-081-0/+22
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* Add -Wshadow=local to warnings and fix reported issues.marxin2019-02-201-5/+5
| | | | Fixes #25316.
* fixed AStar improper point deletion (leads to crash)hedin2019-02-201-5/+8
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* Fix AStar crashing with large (>1e30) estimated valuesBojidar Marinov2019-01-301-2/+2
| | | | Fixes #21601
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Merge pull request #21492 from Maykeye/astarRémi Verschelde2018-10-021-17/+5
|\ | | | | Changed A* exit condition, added 2 tests for it
| * Changed A* exit condition, added 2 tests for itMaykeye2018-08-281-17/+5
| | | | | | | | | | | | | | | | | | | | A* now exits when next node from open set with least cost happens to be end_point, not when node with least cost has end_point as a neigbour. Added two tests for astar: * ABC tests case where start and end node are neigbours * ABCX tests case with intermediate nodes
* | Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-2/+3
|/ | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Change the neighbours vector to a set in AStarDanny2018-06-271-13/+11
| | | | This fixes an issue where one could not disconnect two points that were connected more than once.
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add missing parameter namesPoommetee Ketson2017-12-251-1/+1
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* Fix wrong return value in some virtual method bindingsRémi Verschelde2017-12-101-2/+2
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* AStar: implementation of get_point_connectionsDmDerbin2017-11-041-0/+17
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* AStar: Add setters for point position and scale weight, cleanupUnknown2017-10-271-15/+40
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* Fixed memory leak with AStar classRobert Hernandez2017-10-221-0/+1
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* Rename pos to position in user facing methods and variablesletheed2017-09-201-6/+6
| | | | | | | | | | | Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
* Add get_points method to AStarScayze2017-09-071-0/+11
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* AStar: add bool has_point(id)Poommetee Ketson2017-07-111-0/+7
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* doc: Sync classref with current sourceRémi Verschelde2017-06-151-1/+1
| | | | Tried to salvage what I could of the Image and InputEvent changes.
* Merge pull request #8786 from bojidar-bg/fix-astar-weight-scaleRémi Verschelde2017-05-221-4/+2
|\ | | | | Fix weigth scale of A* being applied to the whole estimation
| * Fix weigth scale of A* being applied to the whole path and estimationBojidar Marinov2017-05-221-5/+2
| | | | | | | | Attempt to fix #8584
* | Avoid overestimating the cost in AStar heuristics.Ferenc Arn2017-05-211-1/+1
| | | | | | | | | | | | | | This is a necessary condition for finding optimal solutions. This is achieved by simply requiring/ensuring that no weights are smaller than 1. Fixes #8584.
* | Added bool to allow astar points to be connected in one direction onlyFabian Mathews2017-05-191-3/+5
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Added ability to change A-star cost functionFabian Mathews2017-04-011-3/+22
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-170/+138
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-13/+13
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn2017-01-161-9/+9
| | | | | | than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-1/+1
| | | | | | | | | Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-14/+14
| | | | renamed to PoolVector
* ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-13/+13
| | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
| | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* Some missing License notice has been addedSPTelur2016-11-071-0/+28
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* Added a generic AStar implementation to Godot.Juan Linietsky2016-09-131-0/+412
It's pretty fast, use it for games where Navigation does not cut it.