Commit graph

39 commits

Author SHA1 Message Date
Yuri Roubinsky
bad77bcb52 Implements estimate/compute_cost for AStar2D 2020-03-14 18:01:06 +03:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
Rémi Verschelde
ed373a60b1
Merge pull request #30556 from kawa-yoiko/astar-directed
Improve support for directed graphs in A*; docs update included
2019-11-07 12:33:27 +01:00
Shiqing
c2b824687d Reduce memory usage for edges in A* and add tests 2019-09-28 16:17:52 +08:00
Hanif Bin Ariffin
7b3790d2cc Add option to consider disable points
Previously, disabled points will not be considered when performing
get_closest_point. This commit changes that by introducing an additional
flag for this behavior. Related issue: #31814
2019-09-27 11:24:59 -04:00
Shiqing
98136418ac Improve support for directed graphs in AStar 2019-09-11 15:41:14 +08:00
Robin Hübner
1031833fb0
allow to reserve space in OAHashMap explicitly and also in AStar.
* also handle overflow occurring in _get_probe_length
2019-08-27 00:38:35 +02:00
Robin Hübner
4bac393549
astar performance improvements, use oahashmap 2019-08-21 08:47:55 +02:00
Robin Hübner
7092dd9d58
remove unused self list include from astar 2019-08-13 18:28:56 +02:00
JohnJLight
38d3bfe971 Made use of semicolons more consitent, fixed formatting 2019-06-19 15:24:31 +02:00
Rémi Verschelde
43a9b8c76c
Merge pull request #27237 from Chaosus/astar_2d
Added 2D functions to AStar
2019-06-19 15:07:59 +02:00
Daw11
605c5c71f4 Save inside the Points of AStar the neighbours that aren't connected
Improve the performance of remove_point because it doesn't have to search every neighbour of every node
2019-06-04 21:39:44 +02:00
Chaosus
0bc37de744 Added 2D functions to AStar 2019-05-30 07:10:07 +03:00
Daw11
cc7be6c643 Use a binary heap for the open list of Astar 2019-05-16 20:14:35 +02:00
Chaosus
cc71fb2308 Added functions to AStar for disable/enable points 2019-04-08 09:28:03 +03:00
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
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
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
Rémi Verschelde
13c2ff9320 Style: Apply new clang-format 5.0 style to all files 2017-12-07 08:02:00 +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
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
Poommetee Ketson
ed606ded52 Fix files header 2017-09-01 21:07:55 +07:00
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
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
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
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