astar | DEPRICATED

 by   TyOverby Rust Version: Current License: No License

kandi X-RAY | astar Summary

kandi X-RAY | astar Summary

astar is a Rust library. astar has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

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            kandi-support Support

              astar has a low active ecosystem.
              It has 33 star(s) with 4 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 2 open issues and 3 have been closed. On average issues are closed in 5 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of astar is current.

            kandi-Quality Quality

              astar has no bugs reported.

            kandi-Security Security

              astar has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              astar does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              astar releases are not available. You will need to build from source code and install.

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            astar Key Features

            No Key Features are available at this moment for astar.

            astar Examples and Code Snippets

            No Code Snippets are available at this moment for astar.

            Community Discussions

            QUESTION

            Astar Pathfinding Project setting z position of AI agent to incorrect values in 2D project
            Asked 2021-Jun-14 at 02:09

            I'm working on a 2D game in Unity and am using the A* Pathfinding Package from Aron Granberg.

            Everything appears to be working fine. AIPaths are being generated and AI Agents are navigating from point to point and avoiding obstacles as expected. It's fine except for one thing.

            The position.z of the AI Agent is incorrect.

            The spawn origin of the AI Agent has a z of 0, and the target point has a z of 0, yet the AI Agent's z fluctuates between -9 and -1 as it traverses the path. The path itself appears to have a z position of 0 at each waypoint.

            I haven't modified the code in the package at all and just followed the documentation when setting it up for 2D.

            Any ideas what could be causing this?

            NOTE: I haven't included a screenshot of it, but the prefab that is being spawned in as the AI Agent has a transform position of (0,0,0).

            The A-star pathfinder object:

            The AI Agent object (note that the Z pos is not 0):

            The spawn point object that sets the spawn for the AI agent:

            The destination target object that the AI Agent is heading to:

            ...

            ANSWER

            Answered 2021-Jun-14 at 02:09

            In case anyone else runs into this problem.

            The fix was to add a Rigidbody2D to my AI Agent and set the gravity scale to 0.

            Even though my game doesn't use Unity's physics system for movement and the Astar package can move AI agents by transform, for some reason it requires a Rigidbody to keep the Z position at 0.

            I'm still not really sure why this solves the problem because, when I was debugging the third-party Astar code, it always returned nextPosition values with a Z position of 0 yet the actual position that the AI Agent was updated to had varying Z positions...

            If you have more info, leave a comment and I'll add it to the answer.

            Source https://stackoverflow.com/questions/67955043

            QUESTION

            How I connect dots using A* (Astart) pathfinding system? in GODOT
            Asked 2021-May-18 at 20:49

            I'm trying to do something a little bit different then the usual.

            I have a 3D gridmap node setup and I'm trying to autogenerate the dots and connections using A* Instead of creating obstacles tiles, I'm creating walls in between the tiles, so the tiles are still walkable, you just cannot pass through a wall . I figure it that out all already

            but I have no idea how to code how to connect the points in a easy way and not connect points that has walls in between...

            I'm using a RaycastCast Node to detect the wall, and his position as it walk through every gridtile

            but I can't figure it out a nested loop to find the neighbors points to connect

            this is what I tried to do (obviously get_closest_point() is not working the way I wanted). If I could get a point using only Vector3 Coordinates, I think I could make it work.

            EXTRA: if you guys can show me a way to clean the code, especially on the "FORs" syntaxes, because I kind don't know what I'm doing

            Any other clean code recommendations would be amazing and very much welcomed

            At the end has a visual draw(image) of the logic of the idea.

            ...

            ANSWER

            Answered 2021-May-18 at 20:49
            Convert between Coordinates and Point ids

            Let us establish a mapping between coordinates and point ids. Given that we have a floor_size, this is easy:

            Source https://stackoverflow.com/questions/67558221

            QUESTION

            sfml does not compile anymore
            Asked 2021-Apr-08 at 03:40

            I have the following basic code

            ...

            ANSWER

            Answered 2021-Apr-08 at 03:40

            Solved by adding the following to CMakeLists.txt (thanks @alterigel)

            Source https://stackoverflow.com/questions/66996951

            QUESTION

            How do you perform a filtered search with Rust's petgraph?
            Asked 2021-Mar-17 at 16:15

            Rust's Petgraph library has a bunch of filter 'adaptors', but I haven't been able to find any examples or tutorials for how to use them. Some (but not all) have constructors, such as EdgeFiltered.from_fn() which takes a graph and a function, but it's not clear how you'd then use it with the search methods like Dfs or astar as they don't have filter parameters.

            So how do you use these filters? For example, if I had a graph with integer edge weights how would you:

            1. Perform a depth first search but excluding edges with a negative weight,
            2. Perform an astar search excluding edges with a negative weight?
            ...

            ANSWER

            Answered 2021-Mar-17 at 16:15

            The adapters implement GraphBase, you can just wrap your graph in them and pass the adapter struct to e.g. Dfs:

            Source https://stackoverflow.com/questions/66665418

            QUESTION

            Is there a way to make a priority queue sort by the priority value in a tuple only, ignoring the other value in a pair?
            Asked 2021-Mar-03 at 00:25

            I am using Python's Queue.PriorityQueue (in an implementation of the A* algorithm, though I'm not sure if this is relevant). I'm using it to hold objects that are non-comparable (an object class provided by a professor that I cannot modify), and Python throws an error when it tries to add an priority-object tuple (ex. pq.put(1, object)) when it's already holding a tuple with the same priority.

            This is the relevant part of the error:

            ...

            ANSWER

            Answered 2021-Mar-03 at 00:23

            Ok, just in case someone ends up here, I ended up taking superb rain's comment into consideration since I was looking for a simpler solution, and I didn't really have time to overhaul my solution to make it more efficient or better. I just needed something to work.

            The solution was basically just implement the suggestion here. If there's anyone that's looking at this that just really doesn't understand how Python works (like me!), stick this at the top.

            Source https://stackoverflow.com/questions/66448588

            QUESTION

            Matlab crash after returning from function that calls MEX
            Asked 2021-Feb-18 at 15:19

            I'm creating a MEX to find a path between two nodes using the A* algorithm. The code works as expected, retrieves the right result and everything seems to be fine, but when I return from the method that calls the MEX, Matlab simply shuts itself down.

            As I know sometimes Matlab creates a pointer to the same memory address when the user tries to create a copy of a variable (I.E. A = 3; B = A, then A and B are pointing to the same memory address, even though Matlab shows them as 2 independent variables) I used an old trick that consists on performing an operation directly to the copy of the variable, even if its a silly one, Matlab will think that the two variables are no longer the same and will create a copy of it (I.E. A = 3; B = A; B = B+0, now A and B are stored as different and independent variables).

            So the only way that I have found to fix the issue is to do what is shown below in function getWP:

            ...

            ANSWER

            Answered 2021-Feb-18 at 08:32
            SOVED by @CrisLuengo and @JamesTursa.

            1) If nothing is altering the content of the first parameter, why should it crash when returning from getWP?

            [Node.cpp] 'double* tempVal' was not allocated, although the code worked, this was possibly messing with the integrity of prhs[0] thus causing Matlab to crash when returning from the function that invoked the MEX.

            The solution was to declare tempVal as 'double tempVal[1]'. After that, the testAStarC.m the line 'cellNodes{keyID}.x = cellNodes{keyID}.x;' can be removed without causing the error.

            Although unrelated to the crash, the use of memcpy to get scalar doubles has been replaced with mxGetScalar().

            Node constructor:

            Source https://stackoverflow.com/questions/66206863

            QUESTION

            I have a problem understanding the A* Algorithm (Python)
            Asked 2020-Nov-26 at 09:33

            I'm trying to look into the A* Algorithm but I'm kind of having a hard time understanding a specific part. So the A* Algorithm Python Code with the example is this:

            ...

            ANSWER

            Answered 2020-Nov-26 at 09:33

            I think the clue is that you have to take into account the two lines above this for loop as well:

            Source https://stackoverflow.com/questions/65005541

            QUESTION

            Access a class WITHIN a namespace Unity C# pathfinding
            Asked 2020-Nov-25 at 19:56

            I'm making a game in Unity where 'enemies' spawn in (controlled from a script on a player), I'm using prefabs of the enemies, I have got the enemies to spawn in but the pathfinding isn't working. I know why - it's that when you reference the player transform while the enemy is in the scene there's a link but once the enemy is a prefab it can't access the player's components as it's not in the scene. I did a bit of researching and found the answer - I needed to instantiate the enemies like normal, but set this to a variable, enemyGO for example, and then access the enemy's AIDestinationSetter script through enemyGO.GetComponent().target = gameObject - this would assign the target value of the pathfinding target to the player (gameObject). This would all work well, but it kept saying that it could no find the AIDestinationSetter component. This, after a while of tinkering, proved to be (I think) because in the script, the AIDestinationSetter is within a namespace.

            Here's the AIDestinationSetter code:

            ...

            ANSWER

            Answered 2020-Nov-25 at 19:56

            You probably rather ment

            Source https://stackoverflow.com/questions/65011415

            QUESTION

            runtime error caused by a constom function
            Asked 2020-Nov-24 at 17:51

            I encountered some runtime errors when I was trying to finish a A* algorithm for tsp problem. The program doesn't want to reach the main function. Here is my code, it is long.

            ...

            ANSWER

            Answered 2020-Nov-24 at 17:51

            You call back() on an empty vector. But please use a (good) debugger before posting here! GDB is good but no really easy to use...

            Source https://stackoverflow.com/questions/64991061

            QUESTION

            Algorithm Visualizer DFS Implementation Error
            Asked 2020-Nov-04 at 15:50

            The algorithm searches straight upwards and when it reaches the barrier, it just stops, instead of going to the right Here. I am new to graph-algorithms and have just learned about them, so I am clueless when it comes to implementing them.

            My code is not optimized, however, I will optimize it later. Here is my code:

            ...

            ANSWER

            Answered 2020-Nov-04 at 15:50

            I commented out your open_set_hash.remove(current). I don't see why you remove the current from the visited list? Also moved the came_from[n] = current inside the if condition. This was to get the reconstruct_path function to work properly.

            Source https://stackoverflow.com/questions/64682672

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install astar

            You can download it from GitHub.
            Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.

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