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