VoxelAStarGrid3D

Inherits: RefCounted

Warning

This class is marked as experimental. It is subject to likely change or possible removal in future versions. Use at your own discretion.

Grid-based A* pathfinding algorithm adapted to blocky voxel terrain.

Description:

This can be used to find paths between two voxel positions on blocky terrain.

It is tuned for agents 2 voxels tall and 1 voxel wide, which must stand on solid voxels and can jump 1 voxel high.

Search radius may also be limited (50 voxels and above starts to be relatively expensive).

Methods:

Return Signature
Vector3i[] debug_get_visited_positions ( ) const
Vector3i[] find_path ( Vector3i from_position, Vector3i to_position )
void find_path_async ( Vector3i from_position, Vector3i to_position )
AABB get_region ( )
bool is_running_async ( ) const
void set_region ( AABB box )
void set_terrain ( VoxelTerrain terrain )

Signals:

async_search_completed( Vector3i[] name )

(This signal has no documentation)

Method Descriptions

Vector3i[] debug_get_visited_positions( )

(This method has no documentation)

Vector3i[] find_path( Vector3i from_position, Vector3i to_position )

(This method has no documentation)

void find_path_async( Vector3i from_position, Vector3i to_position )

(This method has no documentation)

AABB get_region( )

(This method has no documentation)

bool is_running_async( )

(This method has no documentation)

void set_region( AABB box )

(This method has no documentation)

void set_terrain( VoxelTerrain terrain )

(This method has no documentation)

Generated on Apr 06, 2024