simvx.core.navigation

2D Navigation and Pathfinding for SimVX.

Provides graph-based and grid-based A* pathfinding, plus a NavigationAgent2D node that follows computed paths with steering and emits signals on arrival.

Usage: from simvx.core import AStar2D, AStarGrid2D, NavigationAgent2D

# Graph-based pathfinding
astar = AStar2D()
astar.add_point(0, (0, 0))
astar.add_point(1, (10, 0))
astar.connect_points(0, 1)
path = astar.get_point_path(0, 1)  # [(0,0), (10,0)]

# Grid-based pathfinding
grid = AStarGrid2D(20, 20, cell_size=32.0)
grid.set_solid(5, 5)
path = grid.find_path((0, 0), (10, 10))

# Navigation agent node
agent = NavigationAgent2D()
agent.set_navigation(astar)
agent.target_position = (10, 0)

Module Contents

Classes

AStar2D

Graph-based A* pathfinding. Supports both grid-based and arbitrary graphs.

AStarGrid2D

Grid-based A* with automatic cell management.

NavigationAgent2D

2D node that follows A* paths with steering.

Data

API

simvx.core.navigation.__all__

[‘AStar2D’, ‘AStarGrid2D’, ‘NavigationAgent2D’]

class simvx.core.navigation.AStar2D

Graph-based A* pathfinding. Supports both grid-based and arbitrary graphs.

Initialization

__slots__

(‘_points’, ‘_connections’, ‘_weights’, ‘_disabled’)

add_point(id: int, position: tuple[float, float], weight: float = 1.0)

Add a point to the graph. Weight scales traversal cost (default 1.0).

remove_point(id: int)

Remove a point and all its connections.

connect_points(id1: int, id2: int, bidirectional: bool = True)

Connect two points. Both must already exist.

disconnect_points(id1: int, id2: int, bidirectional: bool = True)

Remove connection between two points.

set_point_disabled(id: int, disabled: bool = True)

Disable/enable a point. Disabled points are excluded from pathfinding.

is_point_disabled(id: int) bool
has_point(id: int) bool
get_point_position(id: int) tuple[float, float]
get_point_connections(id: int) set[int]
get_point_count() int
get_closest_point(position: tuple[float, float]) int

Return id of the closest non-disabled point to the given position.

get_id_path(from_id: int, to_id: int) list[int]

A* search returning list of point IDs from start to end. Empty list if no path.

get_point_path(from_id: int, to_id: int) list[tuple[float, float]]

A* search returning list of world positions.

class simvx.core.navigation.AStarGrid2D(width: int, height: int, cell_size: float = 1.0, diagonal: bool = True, offset: tuple[float, float] = (0.0, 0.0))

Grid-based A* with automatic cell management.

Args: width: Grid width in cells. height: Grid height in cells. cell_size: Size of each cell in world units. diagonal: Allow diagonal movement (default True). offset: World-space offset of the grid origin.

Initialization

__slots__

(‘_width’, ‘_height’, ‘_cell_size’, ‘_diagonal’, ‘_offset’, ‘_solid’, ‘_weights’)

property width: int
property height: int
property cell_size: float
set_solid(x: int, y: int, solid: bool = True)

Mark a cell as solid (impassable) or clear it.

is_solid(x: int, y: int) bool
set_weight(x: int, y: int, weight: float)

Set traversal weight for a cell. Default is 1.0; higher = costlier.

find_path(from_cell: tuple[int, int], to_cell: tuple[int, int]) list[tuple[int, int]]

Find shortest path between two grid cells. Returns list of (x,y) cells.

find_path_world(from_pos: tuple[float, float], to_pos: tuple[float, float]) list[tuple[float, float]]

Find path using world positions (auto-converts to/from grid coords).

class simvx.core.navigation.NavigationAgent2D(max_speed: float = 100.0, path_desired_distance: float = 4.0, **kwargs)

Bases: simvx.core.engine.Node2D

2D node that follows A* paths with steering.

Assign a pathfinder (AStar2D or AStarGrid2D) via set_navigation(), set target_position, and the agent moves toward it each physics frame.

Emits navigation_finished when the target is reached.

Usage: agent = NavigationAgent2D(max_speed=200.0) agent.set_navigation(my_astar) agent.target_position = Vec2(500, 300)

Initialization

max_speed

‘Property(…)’

path_desired_distance

‘Property(…)’

property target_position: simvx.core.math.types.Vec2
property velocity: simvx.core.math.types.Vec2

Current velocity (read-only, computed each physics frame).

property is_navigation_finished: bool
set_navigation(nav: simvx.core.navigation.AStar2D | simvx.core.navigation.AStarGrid2D)

Assign a pathfinder instance.

physics_process(dt: float)
z_index

‘Property(…)’

z_as_relative

‘Property(…)’

property absolute_z_index: int
property position: simvx.core.math.types.Vec2
property rotation: float
property rotation_degrees: float
property scale: simvx.core.math.types.Vec2
property global_position: simvx.core.math.types.Vec2
property global_rotation: float
property global_scale: simvx.core.math.types.Vec2
property forward: simvx.core.math.types.Vec2
property right: simvx.core.math.types.Vec2
translate(offset: tuple[float, float] | numpy.ndarray)
rotate(radians: float)
rotate_deg(degrees: float)
look_at(target: tuple[float, float] | numpy.ndarray)
transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]
draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, color=None)
wrap_screen(margin: float = 20)
script_error_raised

‘Signal(…)’

classmethod __init_subclass__(**kwargs)
property name: str
property process_mode: simvx.core.descriptors.ProcessMode
reset_error() None
add_child(node: simvx.core.node.Node) simvx.core.node.Node
remove_child(node: simvx.core.node.Node)
reparent(new_parent: simvx.core.node.Node)
get_node(path: str) simvx.core.node.Node
find_child(name: str, recursive: bool = False) simvx.core.node.Node | None
find(node_type: type) simvx.core.node.Node | None
find_all(node_type: type, recursive: bool = True) list
property path: str
add_to_group(group: str)
remove_from_group(group: str)
is_in_group(group: str) bool
ready() None
enter_tree() None
exit_tree() None
process(dt: float) None
draw(renderer) None
input_event(event: simvx.core.events.InputEvent) None
input(event: simvx.core.events.TreeInputEvent) None
unhandled_input(event: simvx.core.events.TreeInputEvent) None
start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle
stop_coroutine(gen_or_handle)
destroy()
queue_free

None

property tree: simvx.core.scene_tree.SceneTree
get_tree() simvx.core.scene_tree.SceneTree
__getitem__(key: str)
classmethod get_properties() dict[str, simvx.core.descriptors.Property]
get_settings

None

__repr__()