Commit graph

86 commits

Author SHA1 Message Date
Chaosus
cc71fb2308 Added functions to AStar for disable/enable points 2019-04-08 09:28:03 +03:00
marxin
8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
hedin
c496781bf6 fixed AStar improper point deletion (leads to crash) 2019-02-20 17:24:58 +01:00
Bojidar Marinov
e34a4c63a7
Fix AStar crashing with large (>1e30) estimated values
Fixes #21601
2019-01-30 20:22:08 +02:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Rémi Verschelde
b4c1d40869
Merge pull request #21492 from Maykeye/astar
Changed A* exit condition, added 2 tests for it
2018-10-02 10:30:12 +02:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
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.
2018-09-12 09:52:22 +02:00
Maykeye
40562a67c8 Changed A* exit condition, added 2 tests for it
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
2018-08-28 19:48:07 +06:00
Danny
9b60bb2c7c Change the neighbours vector to a set in AStar
This fixes an issue where one could not disconnect two points that were connected more than once.
2018-06-27 22:36:38 -07:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
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.
2018-01-05 01:22:23 +01:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Poommetee Ketson
6c897707ca Add missing parameter names 2017-12-25 21:19:56 +07:00
Rémi Verschelde
2b41afb30e Fix wrong return value in some virtual method bindings 2017-12-10 15:34:08 +01:00
DmDerbin
4c79e58e3f AStar: implementation of get_point_connections 2017-11-04 11:21:03 +03:00
Unknown
9b4c5989ad AStar: Add setters for point position and scale weight, cleanup 2017-10-27 19:19:01 +02:00
Robert Hernandez
794407e7b6 Fixed memory leak with AStar class 2017-10-22 18:37:02 -04:00
letheed
5ad9be4c24 Rename pos to position in user facing methods and variables
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.
2017-09-20 13:11:10 +02:00
Scayze
6872cc7b12 Add get_points method to AStar 2017-09-07 19:15:46 +02:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Poommetee Ketson
2c9f6312e2 AStar: add bool has_point(id) 2017-07-11 21:06:30 +07:00
Rémi Verschelde
43a84429ff doc: Sync classref with current source
Tried to salvage what I could of the Image and InputEvent changes.
2017-06-15 20:52:51 +02:00
Rémi Verschelde
ce51138b38 Merge pull request #8786 from bojidar-bg/fix-astar-weight-scale
Fix weigth scale of A* being applied to the whole estimation
2017-05-22 15:16:20 +02:00
Bojidar Marinov
bd91730347
Fix weigth scale of A* being applied to the whole path and estimation
Attempt to fix #8584
2017-05-22 15:55:49 +03:00
Ferenc Arn
e4eb093c62 Avoid overestimating the cost in AStar heuristics.
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.
2017-05-21 15:13:09 -05:00
Fabian Mathews
2262a59ab3 Added bool to allow astar points to be connected in one direction only 2017-05-19 20:46:45 +09:30
Rémi Verschelde
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
Fabian Mathews
b541402417 Added ability to change A-star cost function 2017-04-01 16:36:22 +10:30
Rémi Verschelde
5dbf1809c6 A Whole New World (clang-format edition)
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
2017-03-05 16:44:50 +01:00
Hein-Pieter van Braam
411ee71b4d Rename the _MD macro to D_METHOD
This new name also makes its purpose a little clearer

This is a step towards fixing #56
2017-02-13 12:50:02 +01:00
Ferenc Arn
6f4f9aa6de Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
2017-01-16 13:36:33 -06:00
Rémi Verschelde
3890256fc5 Style: Cleanups, added headers, renamed files
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).
2017-01-16 08:04:23 +01:00
Juan Linietsky
2ab83e1abb Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
Juan Linietsky
118eed485e ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to 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()
2017-01-02 23:03:46 -03:00
Rémi Verschelde
c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00
SPTelur
df737ebb46 Some missing License notice has been added 2016-11-07 06:16:18 +06:00
Juan Linietsky
827a9aa829 Added a generic AStar implementation to Godot.
It's pretty fast, use it for games where Navigation does not cut it.
2016-09-13 18:17:18 -03:00