private static void DestinationReached() { //Faster to do this to end loop than to check every AnalyzeNode () call destinationIsReached = true; GridHeap.FastClear(); outputPath.FastClear(); TracePath.FastClear(); currentNode = endNode; //GridNode oldNode = null; StartNodeIndex = startNode.gridIndex; while (currentNode.gridIndex != StartNodeIndex) { //Sets CombinePathVersion while tracing path TracePath.Add(currentNode); //oldNode = currentNode; currentNode = currentNode.parent; } currentNode = TracePath[TracePath.Count - 1]; for (i = TracePath.Count - 2; i >= 0; i--) { //oldNode = currentNode; currentNode = TracePath.innerArray[i]; outputPath.Add(currentNode); } }
static void AnalyzeNode() { if (!GridHeap.Contains(neighbor)) { AddBestNode(); GridHeap.Add(neighbor); } else if (newMovementCostToNeighbor < neighbor.gCost) { AddBestNode(); GridHeap.UpdateItem(neighbor); } }
static void AnalyzeNode() { if (!GridHeap.Contains(neighbor)) { neighbor.gCost = newMovementCostToNeighbor; //Optimized heuristic calculation neighbor.CalculateHeuristic(); neighbor.parent = currentNode; GridHeap.Add(neighbor); } else if (newMovementCostToNeighbor < neighbor.gCost) { neighbor.gCost = newMovementCostToNeighbor; //Optimized heuristic calculation neighbor.CalculateHeuristic(); neighbor.parent = currentNode; GridHeap.UpdateItem(neighbor); } }
/// <summary> /// Finds a path and outputs it to <c>outputPath</c>. Note: outputPath is unpredictably changed. /// </summary> /// <returns> /// Returns <c>true</c> if path was found and necessary, <c>false</c> if path to End is impossible or not found. /// </returns> /// <param name="startNode">Start node.</param> /// <param name="endNode">End node.</param> /// <param name="outputPath">Return path.</param> public static bool FindRawPath(GridNode _startNode, GridNode _endNode, FastList <GridNode> _outputPath, int _unitSize = 1) { startNode = _startNode; endNode = _endNode; outputPath = _outputPath; unitSize = _unitSize; #region Broadphase and Preperation if (endNode.Unwalkable) { return(false); } if (startNode.Unwalkable) { return(false); } outputPath.FastClear(); if (System.Object.ReferenceEquals(startNode, endNode)) { outputPath.Add(endNode); return(true); } GridHeap.FastClear(); GridClosedSet.FastClear(); #endregion #region AStar Algorithm GridHeap.Add(startNode); GridNode.HeuristicTargetX = endNode.gridX; GridNode.HeuristicTargetY = endNode.gridY; GridNode.PrepareUnpassableCheck(unitSize); //Prepare Unpassable check optimizations if (_endNode.Unwalkable) { return(false); } while (GridHeap.Count > 0) { currentNode = GridHeap.RemoveFirst(); #if false Gizmos.DrawCube(currentNode.WorldPos.ToVector3(), Vector3.one); #endif if (currentNode.gridIndex == endNode.gridIndex) { //Retraces the path then outputs it into outputPath //Also Simplifies the path DestinationReached(); return(true); } /* * for (i = 0; i < 8; i++) { * neighbor = currentNode.NeighborNodes [i]; * if (CheckNeighborInvalid ()) { * //continue; * //microoptimization... continue is more expensive than letting the loop pass at the end * } else { * //0-3 = sides, 4-7 = diagonals * if (i < 4) { * newMovementCostToNeighbor = currentNode.gCost + 100; * } else { * if (i == 4) { * if (!GridManager.UseDiagonalConnections) * break; * } * newMovementCostToNeighbor = currentNode.gCost + 141; * } * * AnalyzeNode(); * } * } */ hasInvalidEdge = false; for (int i = 0; i < 4; i++) { neighbor = currentNode.NeighborNodes[i]; if (CheckNeighborInvalid()) { hasInvalidEdge = true; } else { newMovementCostToNeighbor = currentNode.gCost + 100; AnalyzeNode(); } } if (hasInvalidEdge) { const int maxCornerObstructions = 2; #region inlining diagonals neighbor = currentNode.NeighborNodes[4]; if (!CheckNeighborInvalid()) { if (GetObstructionCount(0, 1) <= maxCornerObstructions) { newMovementCostToNeighbor = currentNode.gCost + 141; AnalyzeNode(); } } neighbor = currentNode.NeighborNodes[5]; if (!CheckNeighborInvalid()) { if (GetObstructionCount(0, 2) <= maxCornerObstructions) { newMovementCostToNeighbor = currentNode.gCost + 141; AnalyzeNode(); } } neighbor = currentNode.NeighborNodes[6]; if (!CheckNeighborInvalid()) { if (GetObstructionCount(3, 1) <= maxCornerObstructions) { newMovementCostToNeighbor = currentNode.gCost + 141; AnalyzeNode(); } } neighbor = currentNode.NeighborNodes[7]; if (!CheckNeighborInvalid()) { if (GetObstructionCount(3, 2) <= maxCornerObstructions) { newMovementCostToNeighbor = currentNode.gCost + 141; AnalyzeNode(); } } #endregion } else { //no need for specific stuff when edges are all valid for (int i = 4; i < 8; i++) { neighbor = currentNode.NeighborNodes[i]; if (CheckNeighborInvalid()) { } else { newMovementCostToNeighbor = currentNode.gCost + 141; AnalyzeNode(); } } } GridClosedSet.Add(currentNode); } #endregion return(false); }
public static void Reset() { //Reset combine value so it doesn't overflow with multiple scenes CombineIteration = 0; GridHeap.Reset(); }
static bool CheckNeighborSearchable() { return(neighbor.IsNull() || GridHeap.Closed(neighbor)); }
/* * static int GetObstructionCount(int index1, int index2) * { * if (CheckInvalid(currentNode.NeighborNodes[index1])) { * if (CheckInvalid(currentNode.NeighborNodes[index2])) { * return 2; * } * return 1; * } * if (CheckInvalid(currentNode.NeighborNodes[index2])) * return 1; * return 0; * }*/ static bool CheckInvalid(GridNode gridNode) { return(gridNode.IsNull() || GridHeap.Closed(gridNode) || gridNode.Unpassable()); }
/// <summary> /// Finds a path and outputs it to <c>outputPath</c>. Note: outputPath is unpredictably changed. /// </summary> /// <returns> /// Returns <c>true</c> if path was found and necessary, <c>false</c> if path to End is impossible or not found. /// </returns> /// <param name="startNode">Start node.</param> /// <param name="endNode">End node.</param> /// <param name="outputPath">Return path.</param> public static bool FindRawPath(GridNode _startNode, GridNode _endNode, FastList <GridNode> _outputPath, int _unitSize) { //TODO: Not critical but there's a lot of room for better organization //i.e. All these static variables and methods goes into individual singleton classes startNode = _startNode; endNode = _endNode; outputPath = _outputPath; unitSize = _unitSize; #region Broadphase and Preperation if (endNode.Unwalkable) { return(false); } if (startNode.Unwalkable) { return(false); } outputPath.FastClear(); if (System.Object.ReferenceEquals(startNode, endNode)) { outputPath.Add(endNode); return(true); } GridHeap.FastClear(); //POSBUG: Hash for end destination and frame count. *Most likely* won't overflow //Or no need to factor in frame count #endregion #region AStar Algorithm GridHeap.Add(startNode); GridNode.HeuristicTargetX = endNode.gridX; GridNode.HeuristicTargetY = endNode.gridY; GridNode.PrepareUnpassableCheck(unitSize); //Prepare Unpassable check optimizations if (_endNode.Unwalkable) { return(false); } destinationIsReached = false; SearchCount = 0; CombineVersionSet = CombineIteration * GridManager.MaxIndex + endNode.gridIndex; if (lastGridIndex == endNode.gridIndex) { CombineVersionCheck = CombineVersionSet; } else { if (CombineVersionCheck != DefaultCombineVersion) { CombineIteration++; CombineVersionCheck = DefaultCombineVersion; } } lastGridIndex = endNode.gridIndex; while (GridHeap.Count > 0) { SearchCount++; rawNode = GridHeap.RemoveFirst(); if (rawNode.gridIndex == endNode.gridIndex) { //We found our way to the end node! DestinationReached(); return(true); } if (CombineVersionCheck != DefaultCombineVersion) { if (rawNode.CombinePathVersion == CombineVersionCheck) { //We found our way onto an existing path! DestinationReached(true); return(true); } } #if true #region Allows diagonal access when edges are blocked for (i = 0; i < 4; i++) { neighbor = rawNode.NeighborNodes [i]; neighbor = rawNode.NeighborNodes [i]; if (CheckNeighborSearchable() == false) { if (neighbor.Unpassable() == false) { newMovementCostToNeighbor = rawNode.gCost + 141; ProcessNode(); } else if (neighbor.gridIndex == EndNodeIndex) { AddBestNode(); DestinationReached(); return(true); } } } for (int i = 4; i < 8; i++) { neighbor = rawNode.NeighborNodes [i]; if (CheckNeighborSearchable() == false) { if (neighbor.Unpassable() == false) { newMovementCostToNeighbor = rawNode.gCost + 141; ProcessNode(); } else if (neighbor.gridIndex == EndNodeIndex) { AddBestNode(); DestinationReached(); return(true); } } } GridHeap.Close(rawNode); #endregion #else hasInvalidEdge = false; for (int i = 0; i < 4; i++) { neighbor = currentNode.NeighborNodes[i]; if (CheckNeighborInvalid()) { hasInvalidEdge = true; } else { newMovementCostToNeighbor = currentNode.gCost + 100; AnalyzeNode(); } } if (hasInvalidEdge) { const int maxCornerObstructions = 2; #region inlining diagonals neighbor = currentNode.NeighborNodes[4]; if (!CheckNeighborInvalid()) { if (GetObstructionCount(0, 1) <= maxCornerObstructions) { newMovementCostToNeighbor = currentNode.gCost + 141; AnalyzeNode(); } } neighbor = currentNode.NeighborNodes[5]; if (!CheckNeighborInvalid()) { if (GetObstructionCount(0, 2) <= maxCornerObstructions) { newMovementCostToNeighbor = currentNode.gCost + 141; AnalyzeNode(); } } neighbor = currentNode.NeighborNodes[6]; if (!CheckNeighborInvalid()) { if (GetObstructionCount(3, 1) <= maxCornerObstructions) { newMovementCostToNeighbor = currentNode.gCost + 141; AnalyzeNode(); } } neighbor = currentNode.NeighborNodes[7]; if (!CheckNeighborInvalid()) { if (GetObstructionCount(3, 2) <= maxCornerObstructions) { newMovementCostToNeighbor = currentNode.gCost + 141; AnalyzeNode(); } } #endregion } else { //no need for specific stuff when edges are all valid for (int i = 4; i < 8; i++) { neighbor = currentNode.NeighborNodes[i]; if (CheckNeighborInvalid()) { } else { newMovementCostToNeighbor = currentNode.gCost + 141; AnalyzeNode(); } } } #endif } #endregion return(destinationIsReached); }
static bool CheckNeighborSearchable() { return(neighbor.IsNotNull() && GridHeap.Closed(neighbor) == false); }