Exemple #1
0
        private void AddAdjacentNodes(Node node)
        {
            Node         neighbour;
            AdjacentNode an;

            foreach (Edge edge in node.Edges)
            {
                neighbour = GetNeighbourNode(node, edge);
                if (cbDirectedGraph.Checked && neighbour != edge.DestNode)
                {
                    continue;
                }
                if ((node.EdgeCameFrom == null || neighbour != GetNeighbourNode(node, node.EdgeCameFrom)))
                {
                    if (!_sptSet.Contains(neighbour))
                    {
                        if (_adjacentNodes.HasNode(neighbour))
                        {
                            if (node.TotalCost + edge.Distance < neighbour.TotalCost)
                            {
                                an = _adjacentNodes.GetAdjacentNode(neighbour);
                                an.EdgeCameFrom = edge;
                            }
                        }
                        else
                        {
                            an = new AdjacentNode(neighbour, edge);
                            _adjacentNodes.AddAdjacentNode(an);
                        }
                    }
                }
            }
        }
Exemple #2
0
    public TerrainNode[] FindPath(Vector3 start_position, Transform target_transform)
    {
        TerrainNode start_node  = terrain_nodes_list.FindClosestTerrainNodeToPoint(start_position);
        TerrainNode target_node = terrain_nodes_list.FindTerrainNodeFromTransform(target_transform);
        //print (target_node.transform.name);
        AdjacentNode          closest_node_to_target = new AdjacentNode(start_node, Vector3.Distance(start_node.position, target_node.position));
        Heap <TerrainNode>    open_set   = new Heap <TerrainNode>(terrain_size);
        HashSet <TerrainNode> closed_set = new HashSet <TerrainNode>();

        open_set.Add(start_node);

        //start_node.transform.gameObject.GetComponent<Renderer>().material = mat_start;
        //target_node.transform.gameObject.GetComponent<Renderer>().material = mat_target;

        // A* pathfinding algorithm
        while (open_set.Count > 0)
        {
            TerrainNode current_node = open_set.RemoveFirst();
            closed_set.Add(current_node);

            //current_node.transform.gameObject.GetComponent<Renderer>().material = mat_path;
            if (current_node == target_node)
            {
                return(RetracePath(start_node, target_node));
            }
            foreach (AdjacentNode adj_neighbour in current_node.GetAdjecentNodesArray())
            {
                TerrainNode neighbour = adj_neighbour.terrain_node;
                if (closed_set.Contains(neighbour))
                {
                    continue;
                }
                float new_movement_cost_to_new_neighbour = current_node.g_cost + adj_neighbour.distance;
                if (new_movement_cost_to_new_neighbour < neighbour.g_cost || !open_set.Contains(neighbour))
                {
                    neighbour.g_cost = new_movement_cost_to_new_neighbour;
                    neighbour.h_cost = Vector3.Distance(neighbour.position, target_node.position);
                    neighbour.parent = current_node;

                    if (!open_set.Contains(neighbour))
                    {
                        open_set.Add(neighbour);
                    }
                    else
                    {
                        open_set.UpdateItem(neighbour);
                    }
                    if (neighbour.h_cost < closest_node_to_target.distance)
                    {
                        closest_node_to_target = new AdjacentNode(neighbour, neighbour.h_cost);
                    }
                }
            }
        }
        // no path found, return the closest node to target
        return(FindPath(start_position, closest_node_to_target.transform));
    }
Exemple #3
0
 // Given a list of TerrainNodes, this populates/updates the TerrainNodes's adjacent_nodes list
 // max_distance is the max distance the beacon is willing to travel per turn
 public static void SortAdjacentNodes(List <TerrainNode> terrain_node_list, float max_distance)
 {
     for (int i = 0; i < terrain_node_list.Count; i++)
     {
         for (int j = i; j < terrain_node_list.Count; j++)
         {
             float distance = Vector3.Distance(terrain_node_list[i].position, terrain_node_list[j].position);
             if (distance <= max_distance && distance > 0.0f)
             {
                 terrain_node_list[i].AddAdjecentNode(new AdjacentNode(terrain_node_list[j], distance));
                 terrain_node_list[j].AddAdjecentNode(new AdjacentNode(terrain_node_list[i], distance));
             }
         }
         AdjacentNode.SortAdjacentNodes(terrain_node_list[i].GetAdjecentNodesArray());
     }
 }
Exemple #4
0
 public void AddAdjecentNode(AdjacentNode adjacent_node)
 {
     adjacent_node_list.Add(adjacent_node);
 }