Implements estimate/compute_cost for AStar2D
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@ -399,7 +399,7 @@ bool AStar::_solve(Point *begin_point, Point *end_point) {
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return found_route;
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}
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float AStar::_estimate_cost(int p_from_id, int p_to_id) {
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real_t AStar::_estimate_cost(int p_from_id, int p_to_id) {
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if (get_script_instance() && get_script_instance()->has_method(SceneStringNames::get_singleton()->_estimate_cost))
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return get_script_instance()->call(SceneStringNames::get_singleton()->_estimate_cost, p_from_id, p_to_id);
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@ -415,7 +415,7 @@ float AStar::_estimate_cost(int p_from_id, int p_to_id) {
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return from_point->pos.distance_to(to_point->pos);
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}
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float AStar::_compute_cost(int p_from_id, int p_to_id) {
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real_t AStar::_compute_cost(int p_from_id, int p_to_id) {
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if (get_script_instance() && get_script_instance()->has_method(SceneStringNames::get_singleton()->_compute_cost))
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return get_script_instance()->call(SceneStringNames::get_singleton()->_compute_cost, p_from_id, p_to_id);
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@ -677,25 +677,195 @@ Vector2 AStar2D::get_closest_position_in_segment(const Vector2 &p_point) const {
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return Vector2(p.x, p.y);
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}
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real_t AStar2D::_estimate_cost(int p_from_id, int p_to_id) {
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if (get_script_instance() && get_script_instance()->has_method(SceneStringNames::get_singleton()->_estimate_cost))
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return get_script_instance()->call(SceneStringNames::get_singleton()->_estimate_cost, p_from_id, p_to_id);
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AStar::Point *from_point;
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bool from_exists = astar.points.lookup(p_from_id, from_point);
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ERR_FAIL_COND_V(!from_exists, 0);
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AStar::Point *to_point;
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bool to_exists = astar.points.lookup(p_to_id, to_point);
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ERR_FAIL_COND_V(!to_exists, 0);
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return from_point->pos.distance_to(to_point->pos);
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}
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real_t AStar2D::_compute_cost(int p_from_id, int p_to_id) {
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if (get_script_instance() && get_script_instance()->has_method(SceneStringNames::get_singleton()->_compute_cost))
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return get_script_instance()->call(SceneStringNames::get_singleton()->_compute_cost, p_from_id, p_to_id);
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AStar::Point *from_point;
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bool from_exists = astar.points.lookup(p_from_id, from_point);
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ERR_FAIL_COND_V(!from_exists, 0);
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AStar::Point *to_point;
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bool to_exists = astar.points.lookup(p_to_id, to_point);
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ERR_FAIL_COND_V(!to_exists, 0);
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return from_point->pos.distance_to(to_point->pos);
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}
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Vector<Vector2> AStar2D::get_point_path(int p_from_id, int p_to_id) {
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PackedVector3Array pv = astar.get_point_path(p_from_id, p_to_id);
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int size = pv.size();
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PackedVector2Array path;
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path.resize(size);
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AStar::Point *a;
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bool from_exists = astar.points.lookup(p_from_id, a);
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ERR_FAIL_COND_V(!from_exists, Vector<Vector2>());
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AStar::Point *b;
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bool to_exists = astar.points.lookup(p_to_id, b);
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ERR_FAIL_COND_V(!to_exists, Vector<Vector2>());
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if (a == b) {
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Vector<Vector2> ret;
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ret.push_back(Vector2(a->pos.x, a->pos.y));
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return ret;
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}
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AStar::Point *begin_point = a;
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AStar::Point *end_point = b;
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bool found_route = _solve(begin_point, end_point);
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if (!found_route) return Vector<Vector2>();
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AStar::Point *p = end_point;
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int pc = 1; // Begin point
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while (p != begin_point) {
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pc++;
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p = p->prev_point;
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}
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Vector<Vector2> path;
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path.resize(pc);
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{
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const Vector3 *r = pv.ptr();
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Vector2 *w = path.ptrw();
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for (int i = 0; i < size; i++) {
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Vector3 p = r[i];
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w[i] = Vector2(p.x, p.y);
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AStar::Point *p2 = end_point;
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int idx = pc - 1;
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while (p2 != begin_point) {
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w[idx--] = Vector2(p2->pos.x, p2->pos.y);
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p2 = p2->prev_point;
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}
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w[0] = Vector2(p2->pos.x, p2->pos.y); // Assign first
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}
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return path;
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}
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Vector<int> AStar2D::get_id_path(int p_from_id, int p_to_id) {
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return astar.get_id_path(p_from_id, p_to_id);
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AStar::Point *a;
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bool from_exists = astar.points.lookup(p_from_id, a);
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ERR_FAIL_COND_V(!from_exists, Vector<int>());
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AStar::Point *b;
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bool to_exists = astar.points.lookup(p_to_id, b);
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ERR_FAIL_COND_V(!to_exists, Vector<int>());
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if (a == b) {
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Vector<int> ret;
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ret.push_back(a->id);
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return ret;
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}
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AStar::Point *begin_point = a;
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AStar::Point *end_point = b;
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bool found_route = _solve(begin_point, end_point);
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if (!found_route) return Vector<int>();
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AStar::Point *p = end_point;
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int pc = 1; // Begin point
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while (p != begin_point) {
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pc++;
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p = p->prev_point;
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}
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Vector<int> path;
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path.resize(pc);
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{
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int *w = path.ptrw();
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p = end_point;
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int idx = pc - 1;
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while (p != begin_point) {
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w[idx--] = p->id;
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p = p->prev_point;
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}
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w[0] = p->id; // Assign first
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}
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return path;
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}
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bool AStar2D::_solve(AStar::Point *begin_point, AStar::Point *end_point) {
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astar.pass++;
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if (!end_point->enabled) return false;
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bool found_route = false;
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Vector<AStar::Point *> open_list;
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SortArray<AStar::Point *, AStar::SortPoints> sorter;
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begin_point->g_score = 0;
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begin_point->f_score = _estimate_cost(begin_point->id, end_point->id);
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open_list.push_back(begin_point);
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while (!open_list.empty()) {
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AStar::Point *p = open_list[0]; // The currently processed point
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if (p == end_point) {
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found_route = true;
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break;
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}
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sorter.pop_heap(0, open_list.size(), open_list.ptrw()); // Remove the current point from the open list
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open_list.remove(open_list.size() - 1);
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p->closed_pass = astar.pass; // Mark the point as closed
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for (OAHashMap<int, AStar::Point *>::Iterator it = p->neighbours.iter(); it.valid; it = p->neighbours.next_iter(it)) {
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AStar::Point *e = *(it.value); // The neighbour point
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if (!e->enabled || e->closed_pass == astar.pass) {
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continue;
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}
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real_t tentative_g_score = p->g_score + _compute_cost(p->id, e->id) * e->weight_scale;
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bool new_point = false;
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if (e->open_pass != astar.pass) { // The point wasn't inside the open list.
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e->open_pass = astar.pass;
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open_list.push_back(e);
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new_point = true;
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} else if (tentative_g_score >= e->g_score) { // The new path is worse than the previous.
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continue;
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}
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e->prev_point = p;
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e->g_score = tentative_g_score;
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e->f_score = e->g_score + _estimate_cost(e->id, end_point->id);
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if (new_point) { // The position of the new points is already known.
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sorter.push_heap(0, open_list.size() - 1, 0, e, open_list.ptrw());
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} else {
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sorter.push_heap(0, open_list.find(e), 0, e, open_list.ptrw());
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}
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}
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}
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return found_route;
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}
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void AStar2D::_bind_methods() {
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@ -728,6 +898,9 @@ void AStar2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_point_path", "from_id", "to_id"), &AStar2D::get_point_path);
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ClassDB::bind_method(D_METHOD("get_id_path", "from_id", "to_id"), &AStar2D::get_id_path);
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BIND_VMETHOD(MethodInfo(Variant::FLOAT, "_estimate_cost", PropertyInfo(Variant::INT, "from_id"), PropertyInfo(Variant::INT, "to_id")));
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BIND_VMETHOD(MethodInfo(Variant::FLOAT, "_compute_cost", PropertyInfo(Variant::INT, "from_id"), PropertyInfo(Variant::INT, "to_id")));
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}
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AStar2D::AStar2D() {
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@ -43,6 +43,7 @@
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class AStar : public Reference {
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GDCLASS(AStar, Reference);
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friend class AStar2D;
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struct Point {
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@ -124,8 +125,8 @@ class AStar : public Reference {
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protected:
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static void _bind_methods();
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virtual float _estimate_cost(int p_from_id, int p_to_id);
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virtual float _compute_cost(int p_from_id, int p_to_id);
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virtual real_t _estimate_cost(int p_from_id, int p_to_id);
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virtual real_t _compute_cost(int p_from_id, int p_to_id);
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public:
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int get_available_point_id() const;
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@ -166,9 +167,14 @@ class AStar2D : public Reference {
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GDCLASS(AStar2D, Reference);
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AStar astar;
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bool _solve(AStar::Point *begin_point, AStar::Point *end_point);
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protected:
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static void _bind_methods();
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virtual real_t _estimate_cost(int p_from_id, int p_to_id);
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virtual real_t _compute_cost(int p_from_id, int p_to_id);
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public:
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int get_available_point_id() const;
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@ -9,6 +9,30 @@
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<tutorials>
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</tutorials>
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<methods>
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<method name="_compute_cost" qualifiers="virtual">
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<return type="float">
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</return>
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<argument index="0" name="from_id" type="int">
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</argument>
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<argument index="1" name="to_id" type="int">
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</argument>
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<description>
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Called when computing the cost between two connected points.
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Note that this function is hidden in the default [code]AStar2D[/code] class.
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</description>
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</method>
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<method name="_estimate_cost" qualifiers="virtual">
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<return type="float">
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</return>
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<argument index="0" name="from_id" type="int">
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</argument>
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<argument index="1" name="to_id" type="int">
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</argument>
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<description>
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Called when estimating the cost between a point and the path's ending point.
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Note that this function is hidden in the default [code]AStar2D[/code] class.
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</description>
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</method>
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<method name="add_point">
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<return type="void">
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</return>
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