//Create a graph of N nodes with each node having k nearest neighbors
        public Graph(int n, int k, Collider[] Obstacles)
        {
            start = new Node(GameObject.Find("Start").transform.position, k);
            goal = new Node(GameObject.Find("Goal").transform.position, k);

            contents = new Node[n];
            for(int i = 0; i < n; i++){
                contents[i] = new Node(minimum, maximum, k);
            }
            // in our contents of the graph, we find the k-nearest neighbors for each node
            // we first go through each node
            for(int i = 0; i < n; i++){
                // for each node we go through each other node and add if it is one of our nearest neighbors
                for (int j = 0; j < n; j ++){
                    if (i != j)
                    {
                        contents[i].addNeighbor(contents[j], Obstacles);
                    }
                }
                contents[i].addNeighbor(goal, Obstacles);
            }
            // Find neighbors for starting node
            for (int i = 0; i < n; i++)
            {
                start.addNeighbor(contents[i], Obstacles);
            }
            start.addNeighbor(goal, Obstacles);

            for (int i = 0; i < n; i++){
                //Instantiate the node so we have a visual representation
                Instantiate(NodePrefab, contents[i].position, Quaternion.identity);
                Node[] neighbors = contents[i].neighbors.Values.ToArray();
                for (int j = 0; j < k; j++){
                    //Create lines from the node to each nearest neighbor
                    //Total of i*j*2 elements
                    Lines.GetComponent<LineRenderer>().SetPosition((2*(i*neighbors.Length+j)), contents[i].position);
                    Lines.GetComponent<LineRenderer>().SetPosition((2*(i*neighbors.Length+j)+1), neighbors[j].position);
                    //Debug.DrawLine(contents[i].position, neighbors[j].position);
                }
            }
            Node[] startNeighbors = start.neighbors.Values.ToArray();
            for (int i = 0; i < startNeighbors.Length; i++)
            {
                Lines.GetComponent<LineRenderer>().SetPosition((2*n*k)+2*i, startNeighbors[i].position);
                Lines.GetComponent<LineRenderer>().SetPosition((2*n*k)+2*i+1, start.position);
            }

            Solve soln = new Solve(start, goal);
            solnDijkstra = soln.Dijkstra();
            solnAStar = soln.AStar();
        }
Example #2
0
        //Create a graph of N nodes with each node having k nearest neighbors
        public Graph(int n, int k, Collider[] Obstacles)
        {
            start = new Node(GameObject.Find("Start").transform.position, k);
            goal = new Node(GameObject.Find("Goal").transform.position, k);

            contents = new Node[n];
            for(int i = 0; i < n; i++){
                contents[i] = new Node(minimum, maximum, k);
            }
            // in our contents of the graph, we find the k-nearest neighbors for each node
            // we first go through each node
            for(int i = 0; i < n; i++){
                // for each node we go through each other node and add if it is one of our nearest neighbors
                for (int j = 0; j < n; j ++){
                    if (i != j)
                    {
                        contents[i].addNeighbor(contents[j], Obstacles);
                    }
                }
                contents[i].addNeighbor(goal, Obstacles);
            }
            // Find neighbors for starting node
            for (int i = 0; i < n; i++)
            {
                start.addNeighbor(contents[i], Obstacles);
            }
            start.addNeighbor(goal, Obstacles);

            foreach (Node neighbor in start.neighbors.Values)
            {
                Debug.DrawLine(start.position, neighbor.position);
            }

            Solve soln = new Solve(start, goal);
            solnDijkstra = soln.Dijkstra();
            solnAStar = soln.AStar();
        }