pathfinding3d.core.heuristic module

pathfinding3d.core.heuristic.null(dx, dy, dz)[source]

Special heuristic for Dijkstra return 0, so node.h will always be calculated as 0, distance cost (node.f) is calculated only from start to current point (node.g)

Parameters:
Returns:

0.0

Return type:

float

pathfinding3d.core.heuristic.manhattan(dx, dy, dz)[source]

Manhattan heuristics

Parameters:
Returns:

manhattan distance

Return type:

float

pathfinding3d.core.heuristic.euclidean(dx, dy, dz)[source]

Euclidean distance heuristics

Parameters:
Returns:

euclidean distance

Return type:

float

pathfinding3d.core.heuristic.chebyshev(dx, dy, dz)[source]

Chebyshev distance.

Parameters:
Returns:

chebyshev distance

Return type:

float

pathfinding3d.core.heuristic.octile(dx, dy, dz)[source]

Octile distance.

Parameters:
Returns:

octile distance

Return type:

float