Beispiel #1
0
        public List <PathFinderNode> FindPath(Point start, Point end, bool useFindNearest)
        {
            lock (this)
            {
                if (mGrid[start.X, start.Y] == 0)
                {
                    return(null);
                }

                HighResolutionTime.Start();

                // Is faster if we don't clear the matrix, just assign different values for open and close and ignore the rest
                // I could have user Array.Clear() but using unsafe code is faster, no much but it is.
                //fixed (PathFinderNodeFast* pGrid = tmpGrid)
                //    ZeroMemory((byte*) pGrid, sizeof(PathFinderNodeFast) * 1000000);

                mFound            = false;
                mStop             = false;
                mStopped          = false;
                mCloseNodeCounter = 0;
                mOpenNodeValue   += 2;
                mCloseNodeValue  += 2;
                mOpen.Clear();
                mClose.Clear();

#if DEBUGON
                if (mDebugProgress && PathFinderDebug != null)
                {
                    PathFinderDebug(0, 0, start.X, start.Y, PathFinderNodeType.Start, -1, -1);
                }
                if (mDebugProgress && PathFinderDebug != null)
                {
                    PathFinderDebug(0, 0, end.X, end.Y, PathFinderNodeType.End, -1, -1);
                }
#endif

                mLocation                   = (start.Y << mGridYLog2) + start.X;
                mEndLocation                = (end.Y << mGridYLog2) + end.X;
                mCalcGrid[mLocation].G      = 0;
                mCalcGrid[mLocation].F      = mHEstimate;
                mCalcGrid[mLocation].PX     = (ushort)start.X;
                mCalcGrid[mLocation].PY     = (ushort)start.Y;
                mCalcGrid[mLocation].Status = mOpenNodeValue;

                mOpen.Push(mLocation);
                while (mOpen.Count > 0 && !mStop)
                {
                    mLocation = mOpen.Pop();

                    //Is it in closed list? means this node was already processed
                    if (mCalcGrid[mLocation].Status == mCloseNodeValue)
                    {
                        continue;
                    }

                    mLocationX = (ushort)(mLocation & mGridXMinus1);
                    mLocationY = (ushort)(mLocation >> mGridYLog2);

#if DEBUGON
                    if (mDebugProgress && PathFinderDebug != null)
                    {
                        PathFinderDebug(0, 0, mLocation & mGridXMinus1, mLocation >> mGridYLog2, PathFinderNodeType.Current, -1, -1);
                    }
#endif

                    if (mLocation == mEndLocation)
                    {
                        mCalcGrid[mLocation].Status = mCloseNodeValue;
                        mFound = true;
                        break;
                    }

                    if (mCloseNodeCounter > mSearchLimit)
                    {
                        mStopped = true;
                        if (useFindNearest)
                        {
                            return(FindNearestPoint(start, end));
                        }
                        else
                        {
                            return(null);
                        }
                    }

                    //if (mPunishChangeDirection)
                    //    mHoriz = (mLocationX - mCalcGrid[mLocation].PX);

                    //Lets calculate each successors
                    for (int i = 0; i < (mDiagonals ? 8 : 4); i++)
                    {
                        mNewLocationX = (ushort)(mLocationX + mDirection[i, 0]);
                        mNewLocationY = (ushort)(mLocationY + mDirection[i, 1]);
                        mNewLocation  = (mNewLocationY << mGridYLog2) + mNewLocationX;

                        if (mNewLocationX >= mGridX || mNewLocationY >= mGridY)
                        {
                            continue;
                        }

                        if (mCalcGrid[mNewLocation].Status == mCloseNodeValue && !mReopenCloseNodes)
                        {
                            continue;
                        }

                        // Unbreakeable?
                        if (mGrid[mNewLocationX, mNewLocationY] == 0)
                        {
                            continue;
                        }

                        /*if (mHeavyDiagonals && i > 3)
                         *  mNewG = mCalcGrid[mLocation].G + (int)(mGrid[mNewLocationX, mNewLocationY] * 2.41);
                         * else*/
                        mNewG = mCalcGrid[mLocation].G + mGrid[mNewLocationX, mNewLocationY];

                        /*if (mPunishChangeDirection)
                         * {
                         *  if ((mNewLocationX - mLocationX) != 0)
                         *  {
                         *      if (mHoriz == 0)
                         *          mNewG += Math.Abs(mNewLocationX - end.X) + Math.Abs(mNewLocationY - end.Y);
                         *  }
                         *  if ((mNewLocationY - mLocationY) != 0)
                         *  {
                         *      if (mHoriz != 0)
                         *          mNewG += Math.Abs(mNewLocationX - end.X) + Math.Abs(mNewLocationY - end.Y);
                         *  }
                         * }*/

                        //Is it open or closed?
                        if (mCalcGrid[mNewLocation].Status == mOpenNodeValue || mCalcGrid[mNewLocation].Status == mCloseNodeValue)
                        {
                            // The current node has less code than the previous? then skip this node
                            if (mCalcGrid[mNewLocation].G <= mNewG)
                            {
                                continue;
                            }
                        }

                        mCalcGrid[mNewLocation].PX = mLocationX;
                        mCalcGrid[mNewLocation].PY = mLocationY;
                        mCalcGrid[mNewLocation].G  = mNewG;

                        /*switch (mFormula)
                         * {
                         *  default:
                         *  case HeuristicFormula.Manhattan:*/
                        mH = mHEstimate * (Math.Abs(mNewLocationX - end.X) + Math.Abs(mNewLocationY - end.Y));

                        /* break;
                         * case HeuristicFormula.MaxDXDY:
                         * mH = mHEstimate * (Math.Max(Math.Abs(mNewLocationX - end.X), Math.Abs(mNewLocationY - end.Y)));
                         * break;
                         * case HeuristicFormula.DiagonalShortCut:
                         * int h_diagonal = Math.Min(Math.Abs(mNewLocationX - end.X), Math.Abs(mNewLocationY - end.Y));
                         * int h_straight = (Math.Abs(mNewLocationX - end.X) + Math.Abs(mNewLocationY - end.Y));
                         * mH = (mHEstimate * 2) * h_diagonal + mHEstimate * (h_straight - 2 * h_diagonal);
                         * break;
                         * case HeuristicFormula.Euclidean:
                         * mH = (int)(mHEstimate * Math.Sqrt(Math.Pow((mNewLocationY - end.X), 2) + Math.Pow((mNewLocationY - end.Y), 2)));
                         * break;
                         * case HeuristicFormula.EuclideanNoSQR:
                         * mH = (int)(mHEstimate * (Math.Pow((mNewLocationX - end.X), 2) + Math.Pow((mNewLocationY - end.Y), 2)));
                         * break;
                         * case HeuristicFormula.Custom1:
                         * Point dxy = new Point(Math.Abs(end.X - mNewLocationX), Math.Abs(end.Y - mNewLocationY));
                         * int Orthogonal = Math.Abs(dxy.X - dxy.Y);
                         * int Diagonal = Math.Abs(((dxy.X + dxy.Y) - Orthogonal) / 2);
                         * mH = mHEstimate * (Diagonal + Orthogonal + dxy.X + dxy.Y);
                         * break;
                         * }
                         * /*if (mTieBreaker)
                         * {
                         * int dx1 = mLocationX - end.X;
                         * int dy1 = mLocationY - end.Y;
                         * int dx2 = start.X - end.X;
                         * int dy2 = start.Y - end.Y;
                         * int cross = Math.Abs(dx1 * dy2 - dx2 * dy1);
                         * mH = (int)(mH + cross * 0.001);
                         * }*/
                        mCalcGrid[mNewLocation].F = mNewG + mH;

#if DEBUGON
                        if (mDebugProgress && PathFinderDebug != null)
                        {
                            PathFinderDebug(mLocationX, mLocationY, mNewLocationX, mNewLocationY, PathFinderNodeType.Open, mCalcGrid[mNewLocation].F, mCalcGrid[mNewLocation].G);
                        }
#endif

                        //It is faster if we leave the open node in the priority queue
                        //When it is removed, it will be already closed, it will be ignored automatically
                        //if (tmpGrid[newLocation].Status == 1)
                        //{
                        //    //int removeX   = newLocation & gridXMinus1;
                        //    //int removeY   = newLocation >> gridYLog2;
                        //    mOpen.RemoveLocation(newLocation);
                        //}

                        //if (tmpGrid[newLocation].Status != 1)
                        //{
                        mOpen.Push(mNewLocation);
                        //}
                        mCalcGrid[mNewLocation].Status = mOpenNodeValue;
                    }

                    mCloseNodeCounter++;
                    mCalcGrid[mLocation].Status = mCloseNodeValue;

#if DEBUGON
                    if (mDebugProgress && PathFinderDebug != null)
                    {
                        PathFinderDebug(0, 0, mLocationX, mLocationY, PathFinderNodeType.Close, mCalcGrid[mLocation].F, mCalcGrid[mLocation].G);
                    }
#endif
                }

                mCompletedTime = HighResolutionTime.GetTime();
                if (mFound)
                {
                    mClose.Clear();
                    int posX = end.X;
                    int posY = end.Y;

                    PathFinderNodeFast fNodeTmp = mCalcGrid[(end.Y << mGridYLog2) + end.X];
                    PathFinderNode     fNode;
                    fNode.F  = fNodeTmp.F;
                    fNode.G  = fNodeTmp.G;
                    fNode.H  = 0;
                    fNode.PX = fNodeTmp.PX;
                    fNode.PY = fNodeTmp.PY;
                    fNode.X  = end.X;
                    fNode.Y  = end.Y;

                    while (fNode.X != fNode.PX || fNode.Y != fNode.PY)
                    {
                        mClose.Add(fNode);
#if DEBUGON
                        if (mDebugFoundPath && PathFinderDebug != null)
                        {
                            PathFinderDebug(fNode.PX, fNode.PY, fNode.X, fNode.Y, PathFinderNodeType.Path, fNode.F, fNode.G);
                        }
#endif


                        posX     = fNode.PX;
                        posY     = fNode.PY;
                        fNodeTmp = mCalcGrid[(posY << mGridYLog2) + posX];
                        fNode.F  = fNodeTmp.F;
                        fNode.G  = fNodeTmp.G;
                        fNode.H  = 0;
                        fNode.PX = fNodeTmp.PX;
                        fNode.PY = fNodeTmp.PY;
                        fNode.X  = posX;
                        fNode.Y  = posY;
                    }

                    mClose.Add(fNode);
#if DEBUGON
                    if (mDebugFoundPath && PathFinderDebug != null)
                    {
                        PathFinderDebug(fNode.PX, fNode.PY, fNode.X, fNode.Y, PathFinderNodeType.Path, fNode.F, fNode.G);
                    }
#endif

                    mStopped = true;
                    return(mClose);
                }
                else
                {
                    if (useFindNearest)
                    {
                        return(FindNearestPoint(start, end));
                    }
                    else
                    {
                        return(null);
                    }
                }
            }
        }
Beispiel #2
0
        public List <PathFinderNode> FindPath(Point start, Point end)
        {
            HighResolutionTime.Start();

            PathFinderNode parentNode;
            bool           found = false;
            int            gridX = mGrid.GetUpperBound(0);
            int            gridY = mGrid.GetUpperBound(1);

            mStop    = false;
            mStopped = false;
            mOpen.Clear();
            mClose.Clear();

#if DEBUGON
            if (mDebugProgress && PathFinderDebug != null)
            {
                PathFinderDebug(0, 0, start.X, start.Y, PathFinderNodeType.Start, -1, -1);
            }
            if (mDebugProgress && PathFinderDebug != null)
            {
                PathFinderDebug(0, 0, end.X, end.Y, PathFinderNodeType.End, -1, -1);
            }
#endif

            sbyte[,] direction;
            if (mDiagonals)
            {
                direction = new sbyte[8, 2] {
                    { 0, -1 }, { 1, 0 }, { 0, 1 }, { -1, 0 }, { 1, -1 }, { 1, 1 }, { -1, 1 }, { -1, -1 }
                }
            }
            ;
            else
            {
                direction = new sbyte[4, 2] {
                    { 0, -1 }, { 1, 0 }, { 0, 1 }, { -1, 0 }
                }
            };

            parentNode.G  = 0;
            parentNode.H  = mHEstimate;
            parentNode.F  = parentNode.G + parentNode.H;
            parentNode.X  = start.X;
            parentNode.Y  = start.Y;
            parentNode.PX = parentNode.X;
            parentNode.PY = parentNode.Y;
            mOpen.Push(parentNode);
            while (mOpen.Count > 0 && !mStop)
            {
                parentNode = mOpen.Pop();

#if DEBUGON
                if (mDebugProgress && PathFinderDebug != null)
                {
                    PathFinderDebug(0, 0, parentNode.X, parentNode.Y, PathFinderNodeType.Current, -1, -1);
                }
#endif

                if (parentNode.X == end.X && parentNode.Y == end.Y)
                {
                    mClose.Add(parentNode);
                    found = true;
                    break;
                }

                if (mClose.Count > mSearchLimit)
                {
                    mStopped = true;
                    return(null);
                }

                if (mPunishChangeDirection)
                {
                    mHoriz = (parentNode.X - parentNode.PX);
                }

                //Lets calculate each successors
                for (int i = 0; i < (mDiagonals ? 8 : 4); i++)
                {
                    PathFinderNode newNode;
                    newNode.X = parentNode.X + direction[i, 0];
                    newNode.Y = parentNode.Y + direction[i, 1];

                    if (newNode.X < 0 || newNode.Y < 0 || newNode.X >= gridX || newNode.Y >= gridY)
                    {
                        continue;
                    }

                    int newG;
                    if (mHeavyDiagonals && i > 3)
                    {
                        newG = parentNode.G + (int)(mGrid[newNode.X, newNode.Y] * 2.41);
                    }
                    else
                    {
                        newG = parentNode.G + mGrid[newNode.X, newNode.Y];
                    }


                    if (newG == parentNode.G)
                    {
                        //Unbrekeable
                        continue;
                    }

                    if (mPunishChangeDirection)
                    {
                        if ((newNode.X - parentNode.X) != 0)
                        {
                            if (mHoriz == 0)
                            {
                                newG += 20;
                            }
                        }
                        if ((newNode.Y - parentNode.Y) != 0)
                        {
                            if (mHoriz != 0)
                            {
                                newG += 20;
                            }
                        }
                    }

                    int foundInOpenIndex = -1;
                    for (int j = 0; j < mOpen.Count; j++)
                    {
                        if (mOpen[j].X == newNode.X && mOpen[j].Y == newNode.Y)
                        {
                            foundInOpenIndex = j;
                            break;
                        }
                    }
                    if (foundInOpenIndex != -1 && mOpen[foundInOpenIndex].G <= newG)
                    {
                        continue;
                    }

                    int foundInCloseIndex = -1;
                    for (int j = 0; j < mClose.Count; j++)
                    {
                        if (mClose[j].X == newNode.X && mClose[j].Y == newNode.Y)
                        {
                            foundInCloseIndex = j;
                            break;
                        }
                    }
                    if (foundInCloseIndex != -1 && (mReopenCloseNodes || mClose[foundInCloseIndex].G <= newG))
                    {
                        continue;
                    }

                    newNode.PX = parentNode.X;
                    newNode.PY = parentNode.Y;
                    newNode.G  = newG;

                    switch (mFormula)
                    {
                    default:
                    case HeuristicFormula.Manhattan:
                        newNode.H = mHEstimate * (Math.Abs(newNode.X - end.X) + Math.Abs(newNode.Y - end.Y));
                        break;

                    case HeuristicFormula.MaxDXDY:
                        newNode.H = mHEstimate * (Math.Max(Math.Abs(newNode.X - end.X), Math.Abs(newNode.Y - end.Y)));
                        break;

                    case HeuristicFormula.DiagonalShortCut:
                        int h_diagonal = Math.Min(Math.Abs(newNode.X - end.X), Math.Abs(newNode.Y - end.Y));
                        int h_straight = (Math.Abs(newNode.X - end.X) + Math.Abs(newNode.Y - end.Y));
                        newNode.H = (mHEstimate * 2) * h_diagonal + mHEstimate * (h_straight - 2 * h_diagonal);
                        break;

                    case HeuristicFormula.Euclidean:
                        newNode.H = (int)(mHEstimate * Math.Sqrt(Math.Pow((newNode.X - end.X), 2) + Math.Pow((newNode.Y - end.Y), 2)));
                        break;

                    case HeuristicFormula.EuclideanNoSQR:
                        newNode.H = (int)(mHEstimate * (Math.Pow((newNode.X - end.X), 2) + Math.Pow((newNode.Y - end.Y), 2)));
                        break;

                    case HeuristicFormula.Custom1:
                        Point dxy        = new Point(Math.Abs(end.X - newNode.X), Math.Abs(end.Y - newNode.Y));
                        int   Orthogonal = Math.Abs(dxy.X - dxy.Y);
                        int   Diagonal   = Math.Abs(((dxy.X + dxy.Y) - Orthogonal) / 2);
                        newNode.H = mHEstimate * (Diagonal + Orthogonal + dxy.X + dxy.Y);
                        break;
                    }
                    if (mTieBreaker)
                    {
                        int dx1   = parentNode.X - end.X;
                        int dy1   = parentNode.Y - end.Y;
                        int dx2   = start.X - end.X;
                        int dy2   = start.Y - end.Y;
                        int cross = Math.Abs(dx1 * dy2 - dx2 * dy1);
                        newNode.H = (int)(newNode.H + cross * 0.001);
                    }
                    newNode.F = newNode.G + newNode.H;

#if DEBUGON
                    if (mDebugProgress && PathFinderDebug != null)
                    {
                        PathFinderDebug(parentNode.X, parentNode.Y, newNode.X, newNode.Y, PathFinderNodeType.Open, newNode.F, newNode.G);
                    }
#endif


                    //It is faster if we leave the open node in the priority queue
                    //When it is removed, all nodes around will be closed, it will be ignored automatically
                    //if (foundInOpenIndex != -1)
                    //    mOpen.RemoveAt(foundInOpenIndex);

                    //if (foundInOpenIndex == -1)
                    mOpen.Push(newNode);
                }

                mClose.Add(parentNode);

#if DEBUGON
                if (mDebugProgress && PathFinderDebug != null)
                {
                    PathFinderDebug(0, 0, parentNode.X, parentNode.Y, PathFinderNodeType.Close, parentNode.F, parentNode.G);
                }
#endif
            }

            mCompletedTime = HighResolutionTime.GetTime();
            if (found)
            {
                PathFinderNode fNode = mClose[mClose.Count - 1];
                for (int i = mClose.Count - 1; i >= 0; i--)
                {
                    if (fNode.PX == mClose[i].X && fNode.PY == mClose[i].Y || i == mClose.Count - 1)
                    {
#if DEBUGON
                        if (mDebugFoundPath && PathFinderDebug != null)
                        {
                            PathFinderDebug(fNode.X, fNode.Y, mClose[i].X, mClose[i].Y, PathFinderNodeType.Path, mClose[i].F, mClose[i].G);
                        }
#endif
                        fNode = mClose[i];
                    }
                    else
                    {
                        mClose.RemoveAt(i);
                    }
                }
                mStopped = true;
                return(mClose);
            }
            mStopped = true;
            return(null);
        }